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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

cursor : DisplayObject The current

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

[readonly] total : integer Total number of existing children in the group.

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

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

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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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#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#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#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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