Merge pull request #4951 from bramp/vec2

Update documentation and one import, to use the consistent name of `Vector2`
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Richard Davey 2020-01-11 15:24:18 +00:00 committed by GitHub
commit 0e391f8dd0
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8 changed files with 29 additions and 29 deletions

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@ -577,7 +577,7 @@ var BaseCamera = new Class({
* *
* @param {number} x - The horizontal coordinate to center on. * @param {number} x - The horizontal coordinate to center on.
* @param {number} y - The vertical coordinate to center on. * @param {number} y - The vertical coordinate to center on.
* @param {Phaser.Math.Vector2} [out] - A Vec2 to store the values in. If not given a new Vec2 is created. * @param {Phaser.Math.Vector2} [out] - A Vector2 to store the values in. If not given a new Vector2 is created.
* *
* @return {Phaser.Math.Vector2} The scroll coordinates stored in the `x` and `y` properties. * @return {Phaser.Math.Vector2} The scroll coordinates stored in the `x` and `y` properties.
*/ */

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@ -198,12 +198,12 @@ var Path = new Class({
* @method Phaser.Curves.Path#cubicBezierTo * @method Phaser.Curves.Path#cubicBezierTo
* @since 3.0.0 * @since 3.0.0
* *
* @param {(number|Phaser.Math.Vector2)} x - The x coordinate of the end point. Or, if a Vec2, the p1 value. * @param {(number|Phaser.Math.Vector2)} x - The x coordinate of the end point. Or, if a Vector2, the p1 value.
* @param {(number|Phaser.Math.Vector2)} y - The y coordinate of the end point. Or, if a Vec2, the p2 value. * @param {(number|Phaser.Math.Vector2)} y - The y coordinate of the end point. Or, if a Vector2, the p2 value.
* @param {(number|Phaser.Math.Vector2)} control1X - The x coordinate of the first control point. Or, if a Vec2, the p3 value. * @param {(number|Phaser.Math.Vector2)} control1X - The x coordinate of the first control point. Or, if a Vector2, the p3 value.
* @param {number} [control1Y] - The y coordinate of the first control point. Not used if vec2s are provided as the first 3 arguments. * @param {number} [control1Y] - The y coordinate of the first control point. Not used if Vector2s are provided as the first 3 arguments.
* @param {number} [control2X] - The x coordinate of the second control point. Not used if vec2s are provided as the first 3 arguments. * @param {number} [control2X] - The x coordinate of the second control point. Not used if Vector2s are provided as the first 3 arguments.
* @param {number} [control2Y] - The y coordinate of the second control point. Not used if vec2s are provided as the first 3 arguments. * @param {number} [control2Y] - The y coordinate of the second control point. Not used if Vector2s are provided as the first 3 arguments.
* *
* @return {Phaser.Curves.Path} This Path object. * @return {Phaser.Curves.Path} This Path object.
*/ */
@ -214,7 +214,7 @@ var Path = new Class({
var p2; var p2;
var p3; var p3;
// Assume they're all vec2s // Assume they're all Vector2s
if (x instanceof Vector2) if (x instanceof Vector2)
{ {
p1 = x; p1 = x;
@ -252,7 +252,7 @@ var Path = new Class({
var p1; var p1;
var p2; var p2;
// Assume they're all vec2s // Assume they're all Vector2s
if (x instanceof Vector2) if (x instanceof Vector2)
{ {
p1 = x; p1 = x;

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@ -25,7 +25,7 @@ var Smooth = require('../../../geom/polygon/Smooth');
* internal Polygon geometry object. The points can be set from a variety of formats: * internal Polygon geometry object. The points can be set from a variety of formats:
* *
* - A string containing paired values separated by a single space: `'40 0 40 20 100 20 100 80 40 80 40 100 0 50'` * - A string containing paired values separated by a single space: `'40 0 40 20 100 20 100 80 40 80 40 100 0 50'`
* - An array of Point or Vector2 objects: `[new Phaser.Math.Vec2(x1, y1), ...]` * - An array of Point or Vector2 objects: `[new Phaser.Math.Vector2(x1, y1), ...]`
* - An array of objects with public x/y properties: `[obj1, obj2, ...]` * - An array of objects with public x/y properties: `[obj1, obj2, ...]`
* - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]` * - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]`
* - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]` * - 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');
* The Polygon Shape is created by providing a list of points, which are then used to create an * The Polygon Shape is created by providing a list of points, which are then used to create an
* internal Polygon geometry object. The points can be set from a variety of formats: * internal Polygon geometry object. The points can be set from a variety of formats:
* *
* - An array of Point or Vector2 objects: `[new Phaser.Math.Vec2(x1, y1), ...]` * - An array of Point or Vector2 objects: `[new Phaser.Math.Vector2(x1, y1), ...]`
* - An array of objects with public x/y properties: `[obj1, obj2, ...]` * - An array of objects with public x/y properties: `[obj1, obj2, ...]`
* - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]` * - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]`
* - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]` * - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]`

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@ -7,11 +7,11 @@
var Vector2 = require('./Vector2'); var Vector2 = require('./Vector2');
/** /**
* Returns a Vec2 containing the x and y position of the given index in a `width` x `height` sized grid. * Returns a Vector2 containing the x and y position of the given index in a `width` x `height` sized grid.
* *
* For example, in a 6 x 4 grid, index 16 would equal x: 4 y: 2. * For example, in a 6 x 4 grid, index 16 would equal x: 4 y: 2.
* *
* If the given index is out of range an empty Vec2 is returned. * If the given index is out of range an empty Vector2 is returned.
* *
* @function Phaser.Math.ToXY * @function Phaser.Math.ToXY
* @since 3.19.0 * @since 3.19.0

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@ -1634,7 +1634,7 @@ var Body = new Class({
/** /**
* Sets whether this Body collides with the world boundary. * Sets whether this Body collides with the world boundary.
* *
* Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Vec2 first. * Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Phaser.Math.Vector2 first.
* *
* @method Phaser.Physics.Arcade.Body#setCollideWorldBounds * @method Phaser.Physics.Arcade.Body#setCollideWorldBounds
* @since 3.0.0 * @since 3.0.0

View file

@ -70,7 +70,7 @@ var Bounce = {
/** /**
* Sets whether this Body collides with the world boundary. * Sets whether this Body collides with the world boundary.
* *
* Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Vec2 first. * Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Phaser.Math.Vector2 first.
* *
* @method Phaser.Physics.Arcade.Components.Bounce#setCollideWorldBounds * @method Phaser.Physics.Arcade.Components.Bounce#setCollideWorldBounds
* @since 3.0.0 * @since 3.0.0

View file

@ -5,7 +5,7 @@
*/ */
var Class = require('../../utils/Class'); var Class = require('../../utils/Class');
var Vec2 = require('../../math/Vector2'); var Vector2 = require('../../math/Vector2');
/** /**
* @classdesc * @classdesc
@ -34,22 +34,22 @@ var BodyBounds = new Class({
function BodyBounds () function BodyBounds ()
{ {
/** /**
* A vec2 that stores the temporary bounds center value during calculations by methods in this class. * A Vector2 that stores the temporary bounds center value during calculations by methods in this class.
* *
* @name Phaser.Physics.Matter.BodyBounds#boundsCenter * @name Phaser.Physics.Matter.BodyBounds#boundsCenter
* @type {Phaser.Math.Vector2} * @type {Phaser.Math.Vector2}
* @since 3.22.0 * @since 3.22.0
*/ */
this.boundsCenter = new Vec2(); this.boundsCenter = new Vector2();
/** /**
* A vec2 that stores the temporary center diff values during calculations by methods in this class. * A Vector2 that stores the temporary center diff values during calculations by methods in this class.
* *
* @name Phaser.Physics.Matter.BodyBounds#centerDiff * @name Phaser.Physics.Matter.BodyBounds#centerDiff
* @type {Phaser.Math.Vector2} * @type {Phaser.Math.Vector2}
* @since 3.22.0 * @since 3.22.0
*/ */
this.centerDiff = new Vec2(); this.centerDiff = new Vector2();
}, },
/** /**
@ -115,7 +115,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x + center.x + diff.x, x + center.x + diff.x,
y + center.y + diff.y y + center.y + diff.y
); );
@ -149,7 +149,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x + diff.x, x + diff.x,
y + center.y + diff.y y + center.y + diff.y
); );
@ -183,7 +183,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x - (center.x - diff.x), x - (center.x - diff.x),
y + center.y + diff.y y + center.y + diff.y
); );
@ -217,7 +217,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x + center.x + diff.x, x + center.x + diff.x,
y + diff.y y + diff.y
); );
@ -250,7 +250,7 @@ var BodyBounds = new Class({
{ {
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x + diff.x, x + diff.x,
y + diff.y y + diff.y
); );
@ -284,7 +284,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x - (center.x - diff.x), x - (center.x - diff.x),
y + diff.y y + diff.y
); );
@ -318,7 +318,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x + center.x + diff.x, x + center.x + diff.x,
y - (center.y - diff.y) y - (center.y - diff.y)
); );
@ -352,7 +352,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x + diff.x, x + diff.x,
y - (center.y - diff.y) y - (center.y - diff.y)
); );
@ -386,7 +386,7 @@ var BodyBounds = new Class({
var center = this.boundsCenter; var center = this.boundsCenter;
var diff = this.centerDiff; var diff = this.centerDiff;
return new Vec2( return new Vector2(
x - (center.x - diff.x), x - (center.x - diff.x),
y - (center.y - diff.y) y - (center.y - diff.y)
); );