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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

classType : Object The type of objects that will be created when using

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

addAt(child, index, silent) → {

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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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

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

moveAll(group, silent) → {Phaser

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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