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

canvas : Phaser.Graphics The canvas to render

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

moveAll(group, silent) → {Phaser

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

add(child, silent, index) → {

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

alignIn(container, position, offsetX, offsetY)

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