Spelling mistake fix.

This commit is contained in:
Richard Davey 2019-01-17 14:57:24 +00:00
parent d41286bd4f
commit 99cd0259fe
4 changed files with 14 additions and 12 deletions

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@ -301,6 +301,8 @@ one set of bindings ever created, which makes things a lot cleaner.
* The `loadcomplete` event emitted by the Loader Plugin has been renamed to `postprocess` to be reflect what it's used for.
* Game Objects used to emit a `collide` event if they had an Arcade Physics Body with `onCollide` set, that collided with a Tile. This has changed. The event has been renamed to `tilecollide`. You should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tilecollide')`. The Game Object will not emit the event any more.
* Game Objects used to emit a `overlap` event if they had an Arcade Physics Body with `onOverlap` set, that overlapped with a Tile. This has changed. The event has been renamed to `tileoverlap`. You should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tileoverlap')`. The Game Object will not emit the event any more.
* The function `Phaser.Physics.Impact.SeperateX` has been renamed to `SeparateX` to correct the spelling mistake.
* The function `Phaser.Physics.Impact.SeperateY` has been renamed to `SeparateY` to correct the spelling mistake.
### Examples and TypeScript

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@ -7,7 +7,7 @@
/**
* [description]
*
* @function Phaser.Physics.Impact.SeperateX
* @function Phaser.Physics.Impact.SeparateX
* @since 3.0.0
*
* @param {Phaser.Physics.Impact.World} world - [description]
@ -15,7 +15,7 @@
* @param {Phaser.Physics.Impact.Body} right - [description]
* @param {Phaser.Physics.Impact.Body} [weak] - [description]
*/
var SeperateX = function (world, left, right, weak)
var SeparateX = function (world, left, right, weak)
{
var nudge = left.pos.x + left.size.x - right.pos.x;
@ -47,4 +47,4 @@ var SeperateX = function (world, left, right, weak)
}
};
module.exports = SeperateX;
module.exports = SeparateX;

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@ -7,7 +7,7 @@
/**
* [description]
*
* @function Phaser.Physics.Impact.SeperateY
* @function Phaser.Physics.Impact.SeparateY
* @since 3.0.0
*
* @param {Phaser.Physics.Impact.World} world - [description]
@ -15,7 +15,7 @@
* @param {Phaser.Physics.Impact.Body} bottom - [description]
* @param {Phaser.Physics.Impact.Body} [weak] - [description]
*/
var SeperateY = function (world, top, bottom, weak)
var SeparateY = function (world, top, bottom, weak)
{
var nudge = (top.pos.y + top.size.y - bottom.pos.y);
var nudgeX;
@ -76,4 +76,4 @@ var SeperateY = function (world, top, bottom, weak)
}
};
module.exports = SeperateY;
module.exports = SeparateY;

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@ -6,8 +6,8 @@
var COLLIDES = require('./COLLIDES');
var Events = require('./events');
var SeperateX = require('./SeperateX');
var SeperateY = require('./SeperateY');
var SeparateX = require('./SeparateX');
var SeparateY = require('./SeparateY');
/**
* Impact Physics Solver
@ -37,11 +37,11 @@ var Solver = function (world, bodyA, bodyB)
{
if (bodyA.last.y < bodyB.last.y)
{
SeperateY(world, bodyA, bodyB, weak);
SeparateY(world, bodyA, bodyB, weak);
}
else
{
SeperateY(world, bodyB, bodyA, weak);
SeparateY(world, bodyB, bodyA, weak);
}
bodyA.collideWith(bodyB, 'y');
@ -53,11 +53,11 @@ var Solver = function (world, bodyA, bodyB)
{
if (bodyA.last.x < bodyB.last.x)
{
SeperateX(world, bodyA, bodyB, weak);
SeparateX(world, bodyA, bodyB, weak);
}
else
{
SeperateX(world, bodyB, bodyA, weak);
SeparateX(world, bodyB, bodyA, weak);
}
bodyA.collideWith(bodyB, 'x');