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Added JSDocs for fromPhysicsEditor
method and tidied things up a bit.
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1 changed files with 41 additions and 3 deletions
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@ -198,11 +198,49 @@ var Factory = new Class({
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return body;
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return body;
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},
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},
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fromPhysicsEditor: function (x, y, width, height, config)
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/**
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* Creates a body using data exported from the application PhysicsEditor (https://www.codeandweb.com/physicseditor)
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*
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* The PhysicsEditor file should be loaded as JSON:
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*
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* ```javascript
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* preload ()
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* {
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* this.load.json('vehicles', 'assets/vehicles.json);
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* }
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*
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* create ()
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* {
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* const vehicleShapes = this.cache.json.get('vehicles');
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* this.matter.add.fromPhysicsEditor(400, 300, vehicleShapes.truck);
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* }
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* ```
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*
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* Do not pass the entire JSON file to this method, but instead pass one of the shapes contained within it.
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*
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* If you pas in an `options` object, any settings in there will override those in the PhysicsEditor config object.
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*
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* @method Phaser.Physics.Matter.Factory#fromPhysicsEditor
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* @since 3.22.0
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*
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* @param {number} x - The horizontal world location of the body.
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* @param {number} y - The vertical world location of the body.
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* @param {any} config - The JSON data exported from PhysicsEditor.
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* @param {Phaser.Types.Physics.Matter.MatterBodyConfig} [options] - An optional Body configuration object that is used to set initial Body properties on creation.
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* @param {boolean} [addToWorld=true] - Should the newly created body be immediately added to the World?
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*
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* @return {MatterJS.Body} A Matter JS Body.
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*/
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fromPhysicsEditor: function (x, y, config, options, addToWorld)
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{
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{
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var body = PhysicsEditorParser.parseBody(x, y, width, height, config);
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if (addToWorld === undefined) { addToWorld = true; }
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// this.world.add(body);
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var body = PhysicsEditorParser.parseBody(x, y, config, options);
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if (addToWorld && !this.world.has(body))
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{
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this.world.add(body);
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}
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return body;
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return body;
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},
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},
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