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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

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

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

getAll(property, value, startIndex, endIndex)

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

iterate(key, value, returnType, callback, callbackContext, args)

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

addChild(child) → {DisplayObject}

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