This commit is contained in:
Richard Davey 2024-08-25 21:53:51 +01:00
commit 4003aa7f3e
No known key found for this signature in database
10 changed files with 30 additions and 12 deletions

View file

@ -9,7 +9,7 @@
* @property {number} height - The height size of camera
* @property {number} zoom - The zoom of camera
* @property {number} rotation - The rotation of camera
* @property {boolean} roundPixels - The round pixels st status of camera
* @property {boolean} roundPixels - The round pixels indicate the status of the camera
* @property {number} scrollX - The horizontal scroll of camera
* @property {number} scrollY - The vertical scroll of camera
* @property {string} backgroundColor - The background color of camera

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@ -312,7 +312,7 @@ var Config = new Class({
// If you do: { banner: false } it won't display any banner at all
/**
* @const {boolean} Phaser.Core.Config#hideBanner - Don't write the banner line to the console.log. See `Phaser.TYpes.Core.BannerConfig` for details of this object.
* @const {boolean} Phaser.Core.Config#hideBanner - Don't write the banner line to the console.log. See `Phaser.Types.Core.BannerConfig` for details of this object.
*/
this.hideBanner = (GetValue(config, 'banner', null) === false);

View file

@ -818,6 +818,7 @@ var Container = new Class({
/**
* Moves a Game Object above another one within this Container.
* If the Game Object is already above the other, it isn't moved.
*
* These 2 Game Objects must already be children of this Container.
*
@ -841,6 +842,7 @@ var Container = new Class({
/**
* Moves a Game Object below another one within this Container.
* If the Game Object is already below the other, it isn't moved.
*
* These 2 Game Objects must already be children of this Container.
*

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@ -1395,7 +1395,7 @@ var World = new Class({
}
// They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort.
if (processCallback && processCallback.call(callbackContext, body1.gameObject, body2.gameObject) === false)
if (processCallback && processCallback.call(callbackContext, (body1.gameObject || body1), (body2.gameObject || body2)) === false)
{
return result;
}

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@ -7,6 +7,10 @@
*
* For all other cases, `object1` and `object2` match the same arguments in `collide()` or `overlap()`.
*
* @param {(Phaser.Types.Physics.Arcade.GameObjectWithBody|Phaser.Tilemaps.Tile)} object1 - The first Game Object.
* @param {(Phaser.Types.Physics.Arcade.GameObjectWithBody|Phaser.Tilemaps.Tile)} object2 - The second Game Object.
*/
* Note you can receive back only a body if you passed in a body directly.
*
* You should only do this if the body intentionally has no associated game object (sprite, .etc).
*
* @param {(Phaser.Types.Physics.Arcade.GameObjectWithBody|Phaser.Physics.Arcade.Body|Phaser.Tilemaps.Tile)} object1 - The first Game Object.
* @param {(Phaser.Types.Physics.Arcade.GameObjectWithBody|Phaser.Physics.Arcade.Body|Phaser.Tilemaps.Tile)} object2 - The second Game Object.
*/

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@ -1536,6 +1536,7 @@ var SceneManager = new Class({
/**
* Moves a Scene so it is immediately above another Scene in the Scenes list.
* If the Scene is already above the other, it isn't moved.
*
* This means it will render over the top of the other Scene.
*
@ -1583,6 +1584,7 @@ var SceneManager = new Class({
/**
* Moves a Scene so it is immediately below another Scene in the Scenes list.
* If the Scene is already below the other, it isn't moved.
*
* This means it will render behind the other Scene.
*

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@ -836,9 +836,10 @@ var ScenePlugin = new Class({
},
/**
* Swaps the position of two scenes in the Scenes list, so that Scene B is directly above Scene A.
* Moves a Scene so it is immediately above another Scene in the Scenes list.
* If the Scene is already above the other, it isn't moved.
*
* This controls the order in which they are rendered and updated.
* This means it will render over the top of the other Scene.
*
* @method Phaser.Scenes.ScenePlugin#moveAbove
* @since 3.2.0
@ -864,9 +865,10 @@ var ScenePlugin = new Class({
},
/**
* Swaps the position of two scenes in the Scenes list, so that Scene B is directly below Scene A.
* Moves a Scene so it is immediately below another Scene in the Scenes list.
* If the Scene is already below the other, it isn't moved.
*
* This controls the order in which they are rendered and updated.
* This means it will render behind the other Scene.
*
* @method Phaser.Scenes.ScenePlugin#moveBelow
* @since 3.2.0

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@ -356,7 +356,9 @@ var List = new Class({
},
/**
* Moves the given array element above another one in the array.
* Moves an item above another one in the List.
* If the given item is already above the other, it isn't moved.
* Above means toward the end of the List.
*
* @method Phaser.Structs.List#moveAbove
* @since 3.55.0
@ -372,7 +374,9 @@ var List = new Class({
},
/**
* Moves the given array element below another one in the array.
* Moves an item below another one in the List.
* If the given item is already below the other, it isn't moved.
* Below means toward the start of the List.
*
* @method Phaser.Structs.List#moveBelow
* @since 3.55.0

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@ -6,6 +6,8 @@
/**
* Moves the given array element above another one in the array.
* If the given element is already above the other, it isn't moved.
* Above means toward the end of the array.
* The array is modified in-place.
*
* @function Phaser.Utils.Array.MoveAbove

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@ -6,6 +6,8 @@
/**
* Moves the given array element below another one in the array.
* If the given element is already below the other, it isn't moved.
* Below means toward the start of the array.
* The array is modified in-place.
*
* @function Phaser.Utils.Array.MoveBelow