Physics.P2.BodyDebug#cameraOffset

cameraOffset : Phaser.Point If this object is fixedToCamera then this stores the x/y position offset relative to the top-left of the camera view.If the parent of this Group is also fixedToCamera then the offset here is in addition to that and should typically be disabled. Inherited From Phaser.Group#cameraOffset Source code: core/Group.js (Line 272)

Physics.P2.BodyDebug#callAllExists()

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not exist). After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback. Parameters Name Type Argument Description callback string Name of the function on the children to call. existsValue boolean Only children with exists=existsValue will be called. parameter any <repeatable> Additio

Physics.P2.BodyDebug#callAll()

callAll(method, context, args) Calls a function, specified by name, on all on children. The function is called for all children regardless if they are dead or alive (see callAllExists for different options).After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child. Parameters Name Type Argument Default Description method string Name of the function on the child to call. Deep property lookup is supported. context stri

Physics.P2.BodyDebug#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

Physics.P2.BodyDebug#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Physics.P2.BodyDebug#BodyDebug

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.So use sparingly and rarely (if ever) in production code. Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If youmanipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you willneed to manually

Physics.P2.BodyDebug#body

body : Phaser.Physics.P2.Body The P2 Body to display debug data for. Source code: physics/p2/BodyDebug.js (Line 50)

Physics.P2.BodyDebug#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Inherited From Phaser.Group#angle Source code: core/Group.js (Line 2682)

Physics.P2.BodyDebug#alpha

alpha : number The alpha value of the group container. Inherited From Phaser.Group#alpha Source code: core/Group.js (Line 3003)

Physics.P2.BodyDebug#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Inherited From Phaser.Group#alive Default Value true Source code: core/Group.js (Line 93)