method docs

This commit is contained in:
Georgios Kaleadis 2014-03-20 15:46:54 +01:00
parent af847de963
commit 277afa1415

View file

@ -1095,7 +1095,14 @@ Phaser.Physics.P2.Body.prototype = {
}, },
loadPhaserPolygon: function (key, object, options) { /**
* Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
* The shape data format is based on the custom phaser export in PhysicsEditor
* @method Phaser.Physics.P2.Body#loadPhaserPolygon
* @param {string} key - The key of the Physics Data file as stored in Game.Cache.
* @param {string} object - The key of the object within the Physics data file that you wish to load the shape data from.
*/
loadPhaserPolygon: function (key, object) {
var data = this.game.cache.getPhysicsData(key, object); var data = this.game.cache.getPhysicsData(key, object);
//cycle through the fixtures //cycle through the fixtures
for (var i = 0; i < data.length; i++) for (var i = 0; i < data.length; i++)
@ -1123,7 +1130,7 @@ Phaser.Physics.P2.Body.prototype = {
console.log('addPolygonFixture', fixtureData) console.log('addPolygonFixture', fixtureData)
if (fixtureData.circle){ if (fixtureData.circle){
//a circle has unfortunately no position in p2 //a circle has unfortunately no position in p2. pretty useless.
var shape = new p2.Circle(this.world.pxm(fixtureData.circle.radius)) var shape = new p2.Circle(this.world.pxm(fixtureData.circle.radius))
shape.collisionGroup = fixtureData.filter.categoryBits shape.collisionGroup = fixtureData.filter.categoryBits
shape.collisionMask = fixtureData.filter.maskBits shape.collisionMask = fixtureData.filter.maskBits
@ -1211,7 +1218,6 @@ Phaser.Physics.P2.Body.prototype = {
for (var i = 0; i < data.length; i++) for (var i = 0; i < data.length; i++)
{ {
var vertices = []; var vertices = [];
console.log(data[i].filter.categoryBits)
for (var s = 0; s < data[i].shape.length; s += 2) for (var s = 0; s < data[i].shape.length; s += 2)
{ {
vertices.push([ this.world.pxmi(data[i].shape[s]), this.world.pxmi(data[i].shape[s + 1]) ]); vertices.push([ this.world.pxmi(data[i].shape[s]), this.world.pxmi(data[i].shape[s + 1]) ]);