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

add(child, silent, index) → {

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

onDestroy : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Physics.P2.BodyDebug#canvas
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

canvas : Phaser.Graphics The canvas to render

2025-01-10 15:47:30
Physics.P2.BodyDebug#getFurthestFrom()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getFurthestFrom(object, callback, callbackContext) → {any}

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

updateSpriteTransform() Core update. Source code:

2025-01-10 15:47:30
Physics.P2.BodyDebug#onChildInputOut
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

onChildInputOut : Phaser.Signal This Signal is dispatched

2025-01-10 15:47:30
Physics.P2.BodyDebug#forEach()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Physics.P2.BodyDebug#addToHash()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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