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Updated JSDocs
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4 changed files with 7 additions and 7 deletions
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@ -35,7 +35,7 @@ function hasGetterOrSetter (def)
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*
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* @param {Phaser.Physics.Matter.World} world - The Matter world to add the body to.
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that will have the Matter body applied to it.
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* @param {(object|MatterJS.Body)} [options] - A Matter Body configuration object, or an instance of a Matter Body.
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* @param {(Phaser.Types.Physics.Matter.MatterBodyConfig|MatterJS.Body)} [options] - A Matter Body configuration object, or an instance of a Matter Body.
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* @param {boolean} [addToWorld=true] - Should the newly created body be immediately added to the World?
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that was created with the Matter body.
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@ -58,7 +58,7 @@ var Vector2 = require('../../math/Vector2');
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {object} [options={}] - Matter.js configuration object.
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* @param {Phaser.Types.Physics.Matter.MatterBodyConfig} [options] - An optional Body configuration object that is used to set initial Body properties on creation.
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*/
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var MatterImage = new Class({
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@ -1090,7 +1090,7 @@ var MatterPhysics = new Class({
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* Sets just the horizontal linear velocity of the physics bodies.
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* The vertical velocity of the body is unchanged.
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*
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* @method Phaser.Physics.Matter.MatterPhysics#setVelocity
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* @method Phaser.Physics.Matter.MatterPhysics#setVelocityX
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* @since 3.22.0
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*
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* @param {(MatterJS.Body|MatterJS.Body[])} bodies - Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
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@ -1119,7 +1119,7 @@ var MatterPhysics = new Class({
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* Sets just the vertical linear velocity of the physics bodies.
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* The horizontal velocity of the body is unchanged.
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*
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* @method Phaser.Physics.Matter.MatterPhysics#setVelocity
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* @method Phaser.Physics.Matter.MatterPhysics#setVelocityY
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* @since 3.22.0
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*
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* @param {(MatterJS.Body|MatterJS.Body[])} bodies - Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
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@ -1175,7 +1175,7 @@ var MatterPhysics = new Class({
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* @since 3.22.0
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*
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* @param {(MatterJS.Body|MatterJS.Body[])} bodies - Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
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* @param {Phaser.Math.Vector2Like} force - A Vector that specifies the force to apply.
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* @param {Phaser.Types.Math.Vector2Like} force - A Vector that specifies the force to apply.
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*
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* @return {this} This Matter Physics instance.
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*/
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@ -1206,7 +1206,7 @@ var MatterPhysics = new Class({
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* @since 3.22.0
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*
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* @param {(MatterJS.Body|MatterJS.Body[])} bodies - Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.
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* @param {Phaser.Math.Vector2Like} position - A Vector that specifies the world-space position to apply the force at.
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* @param {Phaser.Types.Math.Vector2Like} position - A Vector that specifies the world-space position to apply the force at.
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* @param {number} speed - A speed value to be applied to a directional force.
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* @param {number} [angle] - The angle, in radians, to apply the force from. Leave undefined to use the current body angle.
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*
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@ -62,7 +62,7 @@ var Vector2 = require('../../math/Vector2');
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {object} [options={}] - Matter.js configuration object.
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* @param {Phaser.Types.Physics.Matter.MatterBodyConfig} [options] - An optional Body configuration object that is used to set initial Body properties on creation.
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*/
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var MatterSprite = new Class({
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