mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 06:30:38 +00:00
JSDocs update (#249)
This commit is contained in:
parent
d55b0c9e51
commit
16378713b4
2 changed files with 7 additions and 2 deletions
|
@ -346,7 +346,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
|
|||
### Updates
|
||||
|
||||
* TypeScript definitions fixes and updates (thanks )
|
||||
* Docs typo fixes (thanks )
|
||||
* Docs typo fixes (thanks @dedoubleyou1)
|
||||
* You can now access the intensity of the Camera shake effect via the getter / setter `Camera.shakeIntensity`. Useful if you wish to tween the intensity while running. (thanks @drhayes #2443)
|
||||
* The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
|
||||
|
||||
|
|
|
@ -461,7 +461,12 @@ Phaser.Input.prototype = {
|
|||
/**
|
||||
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
|
||||
*
|
||||
* The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.
|
||||
* The callback will be sent 4 parameters:
|
||||
*
|
||||
* A reference to the Phaser.Pointer object that moved,
|
||||
* The x position of the pointer,
|
||||
* The y position,
|
||||
* A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
|
||||
*
|
||||
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
|
||||
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
|
||||
|
|
Loading…
Reference in a new issue