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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

[readonly] physicsType : number The const physics body type of this object.

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

removeChild(child) → {DisplayObject}

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

createMultiple(quantity, key, frame, exists) → {array}

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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