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

getChildAt(index) → {DisplayObject}

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

alignTo(parent, position, offsetX, offsetY) → {

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

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

physicsBodyType : integer If enableBody

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

remove(child, destroy, silent) → {boolean}

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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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