mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 06:28:30 +00:00
Correct group.exists
documentation
This commit is contained in:
parent
42d592a0a0
commit
864ce9e0b6
2 changed files with 2 additions and 1 deletions
|
@ -8,6 +8,7 @@
|
|||
|
||||
### Updates
|
||||
|
||||
* Clarification of `group.exists` behavior
|
||||
* Clarification of fixedToCamera semantics
|
||||
* change Emitter.gravity from number to Phaser.Point
|
||||
* Fixed issue causing tsc to crap out under certain circumstances
|
||||
|
|
|
@ -93,7 +93,7 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
|
|||
this.alive = true;
|
||||
|
||||
/**
|
||||
* If exists is true the group is updated, otherwise it is skipped.
|
||||
* If exists is false the group will be excluded from collision checks and filters such as {@link forEachExists}. The group will not call `preUpdate` and `postUpdate` on its children and the children will not receive physics updates or camera/world boundary checks. The group will still be {@link #visible} and will still call `update` on its children.
|
||||
* @property {boolean} exists
|
||||
* @default
|
||||
*/
|
||||
|
|
Loading…
Add table
Reference in a new issue