Correct group.exists documentation

This commit is contained in:
samme 2017-01-02 12:59:40 -08:00
parent 42d592a0a0
commit 864ce9e0b6
2 changed files with 2 additions and 1 deletions

View file

@ -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

View file

@ -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
*/