diff --git a/src/math/Math.js b/src/math/Math.js index 4a257f917..59513d657 100644 --- a/src/math/Math.js +++ b/src/math/Math.js @@ -1009,10 +1009,10 @@ Phaser.Math = { }, /** - * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at - * - * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function - * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. + * Generate a sine and cosine table simultaneously and extremely quickly. + * The parameters allow you to specify the length, amplitude and frequency of the wave. + * This generator is fast enough to be used in real-time. + * Code based on research by Franky of scene.at * * @method Phaser.Math#sinCosGenerator * @param {number} length - The length of the wave diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js index 0b8acb68c..c3275b5ad 100644 --- a/src/physics/arcade/Body.js +++ b/src/physics/arcade/Body.js @@ -59,7 +59,9 @@ Phaser.Physics.Arcade.Body = function (sprite) { this.allowRotation = true; /** - * @property {number} rotation - The amount the Body is rotated. + * An Arcade Physics Body can have angularVelocity and angularAcceleration. Please understand that the collision Body + * itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation. + * @property {number} rotation */ this.rotation = sprite.rotation; @@ -112,12 +114,12 @@ Phaser.Physics.Arcade.Body = function (sprite) { this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight); /** - * @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body. + * @property {Phaser.Point} velocity - The velocity, or rate of change in speed of the Body. Measured in pixels per second. */ this.velocity = new Phaser.Point(); /** - * @property {Phaser.Point} newVelocity - New velocity. + * @property {Phaser.Point} newVelocity - The new velocity. Calculated during the Body.preUpdate and applied to its position. * @readonly */ this.newVelocity = new Phaser.Point(0, 0); @@ -128,7 +130,7 @@ Phaser.Physics.Arcade.Body = function (sprite) { this.deltaMax = new Phaser.Point(0, 0); /** - * @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body. + * @property {Phaser.Point} acceleration - The acceleration is the rate of change of the velocity. Measured in pixels per second squared. */ this.acceleration = new Phaser.Point(); @@ -149,7 +151,7 @@ Phaser.Physics.Arcade.Body = function (sprite) { this.gravity = new Phaser.Point(0, 0); /** - * @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. + * @property {Phaser.Point} bounce - The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. */ this.bounce = new Phaser.Point(); @@ -165,37 +167,37 @@ Phaser.Physics.Arcade.Body = function (sprite) { this.friction = new Phaser.Point(1, 0); /** - * @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body. + * @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in radians per second. * @default */ this.angularVelocity = 0; /** - * @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body. + * @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in radians per second squared. * @default */ this.angularAcceleration = 0; /** - * @property {number} angularDrag - The angular drag applied to the rotation of the Body. + * @property {number} angularDrag - The drag applied during the rotation of the Body. * @default */ this.angularDrag = 0; /** - * @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach. + * @property {number} maxAngular - The maximum angular velocity in radians per second that the Body can reach. * @default */ this.maxAngular = 1000; /** - * @property {number} mass - The mass of the Body. + * @property {number} mass - The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity. * @default */ this.mass = 1; /** - * @property {number} angle - The angle of the Body in radians as calculated by its velocity, rather than its visual angle. + * @property {number} angle - The angle of the Body in radians, as calculated by its angularVelocity. * @readonly */ this.angle = 0;