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

cursor : DisplayObject The current

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

getAll(property, value, startIndex, endIndex)

2025-01-10 15:47:30
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

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

resetChild(child, x, y, key, frame)

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

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

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

setAll(key, value, checkAlive, checkVisible, operation, force)

2025-01-10 15:47:30