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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

getFirstDead(createIfNull, x, y, key,

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

getRandom(startIndex, length) → {any} Returns

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

getAt(index) → {DisplayObject | integer}

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

cameraOffset : Phaser.Point If this object is

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

getClosestTo(object, callback, callbackContext) → {any}

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

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body

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