mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Update JSDoc on "Impact" physics
This commit is contained in:
parent
af3c03a3cb
commit
2da6a2bffe
18 changed files with 103 additions and 104 deletions
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@ -293,7 +293,7 @@ var Body = new Class({
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* @since 3.0.0
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*/
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this.updateCallback;
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/**
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* min 44 deg, max 136 deg
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*
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@ -331,7 +331,7 @@ var Body = new Class({
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this.accelGround = 0;
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this.accelAir = 0;
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this.jumpSpeed = 0;
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this.type = TYPE.NONE;
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this.checkAgainst = TYPE.NONE;
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this.collides = COLLIDES.NEVER;
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@ -353,10 +353,10 @@ var Body = new Class({
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this.last.y = pos.y;
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this.vel.y += this.world.gravity * delta * this.gravityFactor;
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this.vel.x = GetVelocity(delta, this.vel.x, this.accel.x, this.friction.x, this.maxVel.x);
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this.vel.y = GetVelocity(delta, this.vel.y, this.accel.y, this.friction.y, this.maxVel.y);
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var mx = this.vel.x * delta;
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var my = this.vel.y * delta;
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@ -539,7 +539,7 @@ var Body = new Class({
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.Body} other - [description]
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* @param {[type]} axis - [description]
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* @param {string} axis - [description]
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*/
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collideWith: function (other, axis)
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{
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@ -6,21 +6,20 @@
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/**
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* Collision Types - Determine if and how entities collide with each other.
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*
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*
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* In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
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* while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
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* collisions, both entities are moved. LITE or PASSIVE entities don't collide
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* with other LITE or PASSIVE entities at all. The behavior for FIXED vs.
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* FIXED collisions is undefined.
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*
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*
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* @namespace Phaser.Physics.Impact.COLLIDES
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*/
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module.exports = {
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/**
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* Never collides.
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*
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*
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* @name Phaser.Physics.Impact.COLLIDES.NEVER
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* @type {integer}
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* @since 3.0.0
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@ -29,7 +28,7 @@ module.exports = {
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/**
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* Lite collision.
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*
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*
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* @name Phaser.Physics.Impact.COLLIDES.LITE
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* @type {integer}
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* @since 3.0.0
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@ -38,7 +37,7 @@ module.exports = {
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/**
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* Passive collision.
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*
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*
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* @name Phaser.Physics.Impact.COLLIDES.PASSIVE
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* @type {integer}
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* @since 3.0.0
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@ -47,7 +46,7 @@ module.exports = {
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/**
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* Active collision.
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*
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*
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* @name Phaser.Physics.Impact.COLLIDES.ACTIVE
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* @type {integer}
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* @since 3.0.0
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@ -56,7 +55,7 @@ module.exports = {
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/**
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* Fixed collision.
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*
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*
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* @name Phaser.Physics.Impact.COLLIDES.FIXED
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* @type {integer}
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* @since 3.0.0
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@ -97,7 +97,7 @@ var Factory = new Class({
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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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} key - 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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*
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* @return {Phaser.Physics.Impact.ImpactImage} The ImpactImage object that was created.
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@ -119,7 +119,7 @@ var Factory = new Class({
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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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} key - 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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*
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* @return {Phaser.Physics.Impact.ImpactSprite} The ImpactSprite object that was created.
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@ -6,21 +6,20 @@
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/**
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* Collision Types - Determine if and how entities collide with each other.
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*
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*
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* In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
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* while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
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* collisions, both entities are moved. LITE or PASSIVE entities don't collide
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* with other LITE or PASSIVE entities at all. The behavior for FIXED vs.
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* FIXED collisions is undefined.
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*
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*
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* @namespace Phaser.Physics.Impact.TYPES
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*/
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module.exports = {
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/**
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* Collides with nothing.
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*
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*
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* @name Phaser.Physics.Impact.TYPES.NONE
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* @type {integer}
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* @since 3.0.0
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@ -29,7 +28,7 @@ module.exports = {
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/**
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* Type A. Collides with Type B.
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*
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*
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* @name Phaser.Physics.Impact.TYPES.A
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* @type {integer}
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* @since 3.0.0
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@ -38,7 +37,7 @@ module.exports = {
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/**
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* Type B. Collides with Type A.
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*
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*
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* @name Phaser.Physics.Impact.TYPES.B
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* @type {integer}
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* @since 3.0.0
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@ -47,7 +46,7 @@ module.exports = {
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/**
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* Collides with both types A and B.
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*
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*
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* @name Phaser.Physics.Impact.TYPES.BOTH
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* @type {integer}
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* @since 3.0.0
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@ -18,9 +18,9 @@ var Acceleration = {
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* @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationX
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* @since 3.0.0
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*
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* @param {[type]} x - [description]
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* @param {number} x - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setAccelerationX: function (x)
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{
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@ -35,9 +35,9 @@ var Acceleration = {
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* @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationY
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* @since 3.0.0
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*
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* @param {[type]} y - [description]
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* @param {number} y - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setAccelerationY: function (y)
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{
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@ -52,10 +52,10 @@ var Acceleration = {
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* @method Phaser.Physics.Impact.Components.Acceleration#setAcceleration
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* @since 3.0.0
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*
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* @param {[type]} x - [description]
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* @param {[type]} y - [description]
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* @param {number} x - [description]
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* @param {number} y - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setAcceleration: function (x, y)
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{
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@ -18,10 +18,10 @@ var BodyScale = {
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* @method Phaser.Physics.Impact.Components.BodyScale#setBodySize
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* @since 3.0.0
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*
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* @param {[type]} width - [description]
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* @param {[type]} height - [description]
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* @param {number} width - [description]
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* @param {number} [height=width] - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setBodySize: function (width, height)
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{
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@ -39,10 +39,10 @@ var BodyScale = {
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* @method Phaser.Physics.Impact.Components.BodyScale#setBodyScale
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* @since 3.0.0
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*
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* @param {[type]} scaleX - [description]
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* @param {[type]} scaleY - [description]
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* @param {number} scaleX - [description]
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* @param {number} [scaleY] - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setBodyScale: function (scaleX, scaleY)
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{
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@ -20,7 +20,7 @@ var BodyType = {
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* @method Phaser.Physics.Impact.Components.BodyType#getBodyType
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {number} [description]
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*/
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getBodyType: function ()
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{
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@ -33,7 +33,7 @@ var BodyType = {
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* @method Phaser.Physics.Impact.Components.BodyType#setTypeNone
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setTypeNone: function ()
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{
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@ -48,7 +48,7 @@ var BodyType = {
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* @method Phaser.Physics.Impact.Components.BodyType#setTypeA
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setTypeA: function ()
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{
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@ -63,7 +63,7 @@ var BodyType = {
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* @method Phaser.Physics.Impact.Components.BodyType#setTypeB
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setTypeB: function ()
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{
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@ -18,9 +18,9 @@ var Bounce = {
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* @method Phaser.Physics.Impact.Components.Bounce#setBounce
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* @since 3.0.0
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*
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* @param {[type]} value - [description]
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* @param {number} value - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setBounce: function (value)
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{
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@ -35,9 +35,9 @@ var Bounce = {
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* @method Phaser.Physics.Impact.Components.Bounce#setMinBounceVelocity
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* @since 3.0.0
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*
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* @param {[type]} value - [description]
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* @param {number} value - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setMinBounceVelocity: function (value)
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{
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@ -50,7 +50,7 @@ var Bounce = {
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* [description]
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*
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* @name Phaser.Physics.Impact.Components.Bounce#bounce
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* @type {[type]}
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* @type {number}
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* @since 3.0.0
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*/
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bounce: {
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@ -20,7 +20,7 @@ var CheckAgainst = {
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* @method Phaser.Physics.Impact.Components.CheckAgainst#setAvsB
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setAvsB: function ()
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{
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@ -35,7 +35,7 @@ var CheckAgainst = {
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* @method Phaser.Physics.Impact.Components.CheckAgainst#setBvsA
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setBvsA: function ()
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{
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@ -50,7 +50,7 @@ var CheckAgainst = {
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* @method Phaser.Physics.Impact.Components.CheckAgainst#setCheckAgainstNone
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setCheckAgainstNone: function ()
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{
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@ -65,7 +65,7 @@ var CheckAgainst = {
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* @method Phaser.Physics.Impact.Components.CheckAgainst#setCheckAgainstA
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setCheckAgainstA: function ()
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{
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@ -80,7 +80,7 @@ var CheckAgainst = {
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* @method Phaser.Physics.Impact.Components.CheckAgainst#setCheckAgainstB
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setCheckAgainstB: function ()
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{
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* [description]
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*
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* @name Phaser.Physics.Impact.Components.CheckAgainst#checkAgainst
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* @type {[type]}
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* @type {number}
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* @since 3.0.0
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*/
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checkAgainst: {
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@ -23,10 +23,10 @@ var Collides = {
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* @method Phaser.Physics.Impact.Components.Collides#setCollideCallback
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* @since 3.0.0
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*
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* @param {[type]} callback - [description]
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* @param {[type]} scope - [description]
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* @param {function} callback - [description]
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* @param {object} scope - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setCollideCallback: function (callback, scope)
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{
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@ -46,7 +46,7 @@ var Collides = {
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* @method Phaser.Physics.Impact.Components.Collides#setCollidesNever
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setCollidesNever: function ()
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{
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@ -61,7 +61,7 @@ var Collides = {
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* @method Phaser.Physics.Impact.Components.Collides#setLite
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setLite: function ()
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{
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@ -76,7 +76,7 @@ var Collides = {
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* @method Phaser.Physics.Impact.Components.Collides#setPassive
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setPassive: function ()
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{
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@ -91,7 +91,7 @@ var Collides = {
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* @method Phaser.Physics.Impact.Components.Collides#setActive
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setActive: function ()
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{
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@ -106,7 +106,7 @@ var Collides = {
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* @method Phaser.Physics.Impact.Components.Collides#setFixed
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* @since 3.0.0
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setFixed: function ()
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{
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@ -119,7 +119,7 @@ var Collides = {
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* [description]
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*
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* @name Phaser.Physics.Impact.Components.Collides#collides
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* @type {[type]}
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* @type {number}
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* @since 3.0.0
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*/
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collides: {
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@ -18,11 +18,11 @@ var Debug = {
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* @method Phaser.Physics.Impact.Components.Debug#setDebug
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* @since 3.0.0
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*
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* @param {[type]} showBody - [description]
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* @param {[type]} showVelocity - [description]
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* @param {[type]} bodyColor - [description]
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* @param {boolean} showBody - [description]
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* @param {boolean} showVelocity - [description]
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* @param {number} bodyColor - [description]
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*
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* @return {[type]} [description]
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* @return {Phaser.GameObjects.GameObject} This Game Object.
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*/
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setDebug: function (showBody, showVelocity, bodyColor)
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{
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@ -39,9 +39,9 @@ var Debug = {
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* @method Phaser.Physics.Impact.Components.Debug#setDebugBodyColor
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* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} value - [description]
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setDebugBodyColor: function (value)
|
||||
{
|
||||
|
@ -54,7 +54,7 @@ var Debug = {
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.Physics.Impact.Components.Debug#debugShowBody
|
||||
* @type {[type]}
|
||||
* @type {boolean}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
debugShowBody: {
|
||||
|
@ -75,7 +75,7 @@ var Debug = {
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.Physics.Impact.Components.Debug#debugShowVelocity
|
||||
* @type {[type]}
|
||||
* @type {boolean}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
debugShowVelocity: {
|
||||
|
@ -96,7 +96,7 @@ var Debug = {
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.Physics.Impact.Components.Debug#debugBodyColor
|
||||
* @type {[type]}
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
debugBodyColor: {
|
||||
|
|
|
@ -18,9 +18,9 @@ var Friction = {
|
|||
* @method Phaser.Physics.Impact.Components.Friction#setFrictionX
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} x - [description]
|
||||
* @param {number} x - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setFrictionX: function (x)
|
||||
{
|
||||
|
@ -35,9 +35,9 @@ var Friction = {
|
|||
* @method Phaser.Physics.Impact.Components.Friction#setFrictionY
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} y - [description]
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setFrictionY: function (y)
|
||||
{
|
||||
|
@ -52,10 +52,10 @@ var Friction = {
|
|||
* @method Phaser.Physics.Impact.Components.Friction#setFriction
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} x - [description]
|
||||
* @param {[type]} y - [description]
|
||||
* @param {number} x - [description]
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setFriction: function (x, y)
|
||||
{
|
||||
|
|
|
@ -18,9 +18,9 @@ var Gravity = {
|
|||
* @method Phaser.Physics.Impact.Components.Gravity#setGravity
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} value - [description]
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setGravity: function (value)
|
||||
{
|
||||
|
@ -33,7 +33,7 @@ var Gravity = {
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.Physics.Impact.Components.Gravity#gravity
|
||||
* @type {[type]}
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
gravity: {
|
||||
|
|
|
@ -18,12 +18,12 @@ var Offset = {
|
|||
* @method Phaser.Physics.Impact.Components.Offset#setOffset
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} x - [description]
|
||||
* @param {[type]} y - [description]
|
||||
* @param {[type]} width - [description]
|
||||
* @param {[type]} height - [description]
|
||||
* @param {number} x - [description]
|
||||
* @param {number} y - [description]
|
||||
* @param {number} [width] - [description]
|
||||
* @param {number} [height] - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setOffset: function (x, y, width, height)
|
||||
{
|
||||
|
|
|
@ -18,10 +18,10 @@ var SetGameObject = {
|
|||
* @method Phaser.Physics.Impact.Components.SetGameObject#setGameObject
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} gameObject - [description]
|
||||
* @param {[type]} sync - [description]
|
||||
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
|
||||
* @param {boolean} [sync=true] - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setGameObject: function (gameObject, sync)
|
||||
{
|
||||
|
@ -50,7 +50,7 @@ var SetGameObject = {
|
|||
* @method Phaser.Physics.Impact.Components.SetGameObject#syncGameObject
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
syncGameObject: function ()
|
||||
{
|
||||
|
|
|
@ -18,9 +18,9 @@ var Velocity = {
|
|||
* @method Phaser.Physics.Impact.Components.Velocity#setVelocityX
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} x - [description]
|
||||
* @param {number} x - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setVelocityX: function (x)
|
||||
{
|
||||
|
@ -35,9 +35,9 @@ var Velocity = {
|
|||
* @method Phaser.Physics.Impact.Components.Velocity#setVelocityY
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} y - [description]
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setVelocityY: function (y)
|
||||
{
|
||||
|
@ -52,10 +52,10 @@ var Velocity = {
|
|||
* @method Phaser.Physics.Impact.Components.Velocity#setVelocity
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} x - [description]
|
||||
* @param {[type]} y - [description]
|
||||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setVelocity: function (x, y)
|
||||
{
|
||||
|
@ -73,10 +73,10 @@ var Velocity = {
|
|||
* @method Phaser.Physics.Impact.Components.Velocity#setMaxVelocity
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {[type]} x - [description]
|
||||
* @param {[type]} y - [description]
|
||||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
*/
|
||||
setMaxVelocity: function (x, y)
|
||||
{
|
||||
|
|
|
@ -4,7 +4,9 @@
|
|||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
// Phaser.Physics.Impact.Body.Components
|
||||
/**
|
||||
* @namespace Phaser.Physics.Impact.Body.Components
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -8,18 +8,17 @@
|
|||
* An Impact.js compatible physics world, body and solver, for those who are used
|
||||
* to the Impact way of defining and controlling physics bodies. Also works with
|
||||
* the new Loader support for Weltmeister map data.
|
||||
*
|
||||
*
|
||||
* World updated to run off the Phaser main loop.
|
||||
* Body extended to support additional setter functions.
|
||||
*
|
||||
*
|
||||
* To create the map data you'll need Weltmeister, which comes with Impact
|
||||
* and can be purchased from http://impactjs.com
|
||||
*
|
||||
*
|
||||
* My thanks to Dominic Szablewski for his permission to support Impact in Phaser.
|
||||
*
|
||||
*
|
||||
* @namespace Phaser.Physics.Impact
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
Body: require('./Body'),
|
||||
|
@ -32,5 +31,5 @@ module.exports = {
|
|||
Sprite: require('./ImpactSprite'),
|
||||
TYPE: require('./TYPE'),
|
||||
World: require('./World')
|
||||
|
||||
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue