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https://github.com/photonstorm/phaser
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Merge pull request #4951 from bramp/vec2
Update documentation and one import, to use the consistent name of `Vector2`
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commit
0e391f8dd0
8 changed files with 29 additions and 29 deletions
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@ -577,7 +577,7 @@ var BaseCamera = new Class({
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*
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* @param {number} x - The horizontal coordinate to center on.
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* @param {number} y - The vertical coordinate to center on.
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* @param {Phaser.Math.Vector2} [out] - A Vec2 to store the values in. If not given a new Vec2 is created.
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* @param {Phaser.Math.Vector2} [out] - A Vector2 to store the values in. If not given a new Vector2 is created.
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*
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* @return {Phaser.Math.Vector2} The scroll coordinates stored in the `x` and `y` properties.
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*/
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@ -198,12 +198,12 @@ var Path = new Class({
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* @method Phaser.Curves.Path#cubicBezierTo
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* @since 3.0.0
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*
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* @param {(number|Phaser.Math.Vector2)} x - The x coordinate of the end point. Or, if a Vec2, the p1 value.
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* @param {(number|Phaser.Math.Vector2)} y - The y coordinate of the end point. Or, if a Vec2, the p2 value.
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* @param {(number|Phaser.Math.Vector2)} control1X - The x coordinate of the first control point. Or, if a Vec2, the p3 value.
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* @param {number} [control1Y] - The y coordinate of the first control point. Not used if vec2s are provided as the first 3 arguments.
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* @param {number} [control2X] - The x coordinate of the second control point. Not used if vec2s are provided as the first 3 arguments.
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* @param {number} [control2Y] - The y coordinate of the second control point. Not used if vec2s are provided as the first 3 arguments.
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* @param {(number|Phaser.Math.Vector2)} x - The x coordinate of the end point. Or, if a Vector2, the p1 value.
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* @param {(number|Phaser.Math.Vector2)} y - The y coordinate of the end point. Or, if a Vector2, the p2 value.
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* @param {(number|Phaser.Math.Vector2)} control1X - The x coordinate of the first control point. Or, if a Vector2, the p3 value.
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* @param {number} [control1Y] - The y coordinate of the first control point. Not used if Vector2s are provided as the first 3 arguments.
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* @param {number} [control2X] - The x coordinate of the second control point. Not used if Vector2s are provided as the first 3 arguments.
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* @param {number} [control2Y] - The y coordinate of the second control point. Not used if Vector2s are provided as the first 3 arguments.
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*
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* @return {Phaser.Curves.Path} This Path object.
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*/
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@ -214,7 +214,7 @@ var Path = new Class({
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var p2;
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var p3;
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// Assume they're all vec2s
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// Assume they're all Vector2s
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if (x instanceof Vector2)
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{
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p1 = x;
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@ -252,7 +252,7 @@ var Path = new Class({
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var p1;
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var p2;
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// Assume they're all vec2s
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// Assume they're all Vector2s
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if (x instanceof Vector2)
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{
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p1 = x;
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@ -25,7 +25,7 @@ var Smooth = require('../../../geom/polygon/Smooth');
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* internal Polygon geometry object. The points can be set from a variety of formats:
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*
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* - A string containing paired values separated by a single space: `'40 0 40 20 100 20 100 80 40 80 40 100 0 50'`
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* - An array of Point or Vector2 objects: `[new Phaser.Math.Vec2(x1, y1), ...]`
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* - An array of Point or Vector2 objects: `[new Phaser.Math.Vector2(x1, y1), ...]`
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* - An array of objects with public x/y properties: `[obj1, obj2, ...]`
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* - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]`
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* - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]`
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@ -22,7 +22,7 @@ var Polygon = require('./Polygon');
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* The Polygon Shape is created by providing a list of points, which are then used to create an
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* internal Polygon geometry object. The points can be set from a variety of formats:
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*
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* - An array of Point or Vector2 objects: `[new Phaser.Math.Vec2(x1, y1), ...]`
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* - An array of Point or Vector2 objects: `[new Phaser.Math.Vector2(x1, y1), ...]`
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* - An array of objects with public x/y properties: `[obj1, obj2, ...]`
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* - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]`
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* - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]`
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@ -7,11 +7,11 @@
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var Vector2 = require('./Vector2');
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/**
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* Returns a Vec2 containing the x and y position of the given index in a `width` x `height` sized grid.
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* Returns a Vector2 containing the x and y position of the given index in a `width` x `height` sized grid.
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*
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* For example, in a 6 x 4 grid, index 16 would equal x: 4 y: 2.
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*
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* If the given index is out of range an empty Vec2 is returned.
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* If the given index is out of range an empty Vector2 is returned.
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*
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* @function Phaser.Math.ToXY
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* @since 3.19.0
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@ -1634,7 +1634,7 @@ var Body = new Class({
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/**
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* Sets whether this Body collides with the world boundary.
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*
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* Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Vec2 first.
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* Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Phaser.Math.Vector2 first.
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*
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* @method Phaser.Physics.Arcade.Body#setCollideWorldBounds
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* @since 3.0.0
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@ -70,7 +70,7 @@ var Bounce = {
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/**
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* Sets whether this Body collides with the world boundary.
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*
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* Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Vec2 first.
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* Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Phaser.Math.Vector2 first.
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*
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* @method Phaser.Physics.Arcade.Components.Bounce#setCollideWorldBounds
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* @since 3.0.0
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@ -5,7 +5,7 @@
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*/
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var Class = require('../../utils/Class');
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var Vec2 = require('../../math/Vector2');
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var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
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@ -34,22 +34,22 @@ var BodyBounds = new Class({
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function BodyBounds ()
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{
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/**
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* A vec2 that stores the temporary bounds center value during calculations by methods in this class.
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* A Vector2 that stores the temporary bounds center value during calculations by methods in this class.
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*
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* @name Phaser.Physics.Matter.BodyBounds#boundsCenter
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* @type {Phaser.Math.Vector2}
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* @since 3.22.0
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*/
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this.boundsCenter = new Vec2();
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this.boundsCenter = new Vector2();
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/**
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* A vec2 that stores the temporary center diff values during calculations by methods in this class.
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* A Vector2 that stores the temporary center diff values during calculations by methods in this class.
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*
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* @name Phaser.Physics.Matter.BodyBounds#centerDiff
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* @type {Phaser.Math.Vector2}
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* @since 3.22.0
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*/
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this.centerDiff = new Vec2();
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this.centerDiff = new Vector2();
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},
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/**
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@ -115,7 +115,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x + center.x + diff.x,
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y + center.y + diff.y
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);
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@ -149,7 +149,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x + diff.x,
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y + center.y + diff.y
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);
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@ -183,7 +183,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x - (center.x - diff.x),
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y + center.y + diff.y
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);
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@ -217,7 +217,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x + center.x + diff.x,
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y + diff.y
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);
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@ -250,7 +250,7 @@ var BodyBounds = new Class({
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{
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x + diff.x,
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y + diff.y
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);
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@ -284,7 +284,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x - (center.x - diff.x),
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y + diff.y
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);
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@ -318,7 +318,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x + center.x + diff.x,
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y - (center.y - diff.y)
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);
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@ -352,7 +352,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x + diff.x,
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y - (center.y - diff.y)
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);
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@ -386,7 +386,7 @@ var BodyBounds = new Class({
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var center = this.boundsCenter;
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var diff = this.centerDiff;
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return new Vec2(
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return new Vector2(
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x - (center.x - diff.x),
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y - (center.y - diff.y)
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);
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