Added JSDocs for fromPhysicsEditor method and tidied things up a bit.

This commit is contained in:
Richard Davey 2020-01-10 08:56:49 +00:00
parent ea338cadaa
commit 0d66c98ff0

View file

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