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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

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

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

alignIn(container, position, offsetX, offsetY)

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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