Physics.P2.BodyDebug#onChildInputOut
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

onChildInputOut : Phaser.Signal This Signal is dispatched

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Physics.P2.BodyDebug#getByName()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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Physics.P2.BodyDebug#forEach()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

forEach(callback, callbackContext, checkExists, args) Call a function on

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Physics.P2.BodyDebug#forEachAlive()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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Physics.P2.BodyDebug#createMultiple()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

createMultiple(quantity, key, frame, exists) → {array}

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Physics.P2.BodyDebug#bringToTop()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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Physics.P2.BodyDebug#canvas
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

canvas : Phaser.Graphics The canvas to render

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Physics.P2.BodyDebug#moveDown()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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Physics.P2.BodyDebug#updateSpriteTransform()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

updateSpriteTransform() Core update. Source code:

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Physics.P2.BodyDebug#countDead()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

countDead() → {integer} Get the number of dead children in this group. Returns

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