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https://github.com/photonstorm/phaser
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Merge pull request #3654 from samme/docs/arcade-physics
Add docs for Arcade Physics
This commit is contained in:
commit
adcb903942
4 changed files with 381 additions and 296 deletions
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@ -229,7 +229,7 @@ var ArcadePhysics = new Class({
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},
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/**
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* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)
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* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)
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*
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* You must give a maximum speed value, beyond which the game object won't go any faster.
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*
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@ -242,7 +242,7 @@ var ArcadePhysics = new Class({
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* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
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* @param {number} x - The x coordinate to accelerate towards.
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* @param {number} y - The y coordinate to accelerate towards.
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* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
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* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
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* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
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* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
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*
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@ -265,7 +265,7 @@ var ArcadePhysics = new Class({
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},
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/**
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* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)
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* Sets the acceleration.x/y property on the game object so it will move towards the x/y coordinates at the given rate (in pixels per second squared)
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*
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* You must give a maximum speed value, beyond which the game object won't go any faster.
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*
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@ -277,7 +277,7 @@ var ArcadePhysics = new Class({
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
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* @param {Phaser.GameObjects.GameObject} destination - The Game Object to move towards. Can be any object but must have visible x/y properties.
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* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
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* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
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* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
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* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
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*
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@ -289,7 +289,7 @@ var ArcadePhysics = new Class({
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},
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/**
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* From a set of points or display objects, find the one closest to a source point or object.
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* Finds the Body closest to a source point or object.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#closest
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* @since 3.0.0
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@ -323,7 +323,7 @@ var ArcadePhysics = new Class({
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},
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/**
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* From a set of points or display objects, find the one farthest from a source point or object.
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* Finds the Body farthest from a source point or object.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#furthest
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* @since 3.0.0
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@ -417,14 +417,14 @@ var ArcadePhysics = new Class({
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},
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/**
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* Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
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* One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
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* Given the angle (in degrees) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
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* One way to use this is: velocityFromAngle(angle, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromAngle
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* @since 3.0.0
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*
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* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
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* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
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* @param {number} [speed=60] - The speed it will move, in pixels per second squared.
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* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
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*
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* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
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@ -438,14 +438,14 @@ var ArcadePhysics = new Class({
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},
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/**
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* Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
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* One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
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* Given the rotation (in radians) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
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* One way to use this is: velocityFromRotation(rotation, 200, sprite.body.velocity) which will set the values directly to the sprite's velocity and not create a new vector object.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromRotation
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* @since 3.0.0
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*
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* @param {number} rotation - The angle in radians.
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* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
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* @param {number} [speed=60] - The speed it will move, in pixels per second squared
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* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
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*
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* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
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File diff suppressed because it is too large
Load diff
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@ -14,30 +14,30 @@ var Group = require('../../gameobjects/group/Group');
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* @typedef {object} PhysicsGroupConfig
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* @extends GroupConfig
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*
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* @property {[type]} [collideWorldBounds=false] - [description]
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* @property {number} [accelerationX=0] - [description]
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* @property {number} [accelerationY=0] - [description]
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* @property {number} [bounceX=0] - [description]
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* @property {number} [bounceY=0] - [description]
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* @property {number} [dragX=0] - [description]
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* @property {number} [dragY=0] - [description]
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* @property {number} [gravityX=0] - [description]
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* @property {number} [gravityY=0] - [description]
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* @property {number} [frictionX=0] - [description]
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* @property {number} [frictionY=0] - [description]
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* @property {number} [velocityX=0] - [description]
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* @property {number} [velocityY=0] - [description]
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* @property {number} [angularVelocity=0] - [description]
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* @property {number} [angularAcceleration=0] - [description]
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* @property {number} [angularDrag=0] - [description]
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* @property {number} [mass=0] - [description]
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* @property {boolean} [immovable=false] - [description]
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* @property {boolean} [collideWorldBounds=false] - Sets {@link Phaser.Physics.Arcade.Body#collideWorldBounds}.
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* @property {number} [accelerationX=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.x}.
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* @property {number} [accelerationY=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.y}.
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* @property {number} [bounceX=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.x}.
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* @property {number} [bounceY=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.y}.
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* @property {number} [dragX=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.x}.
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* @property {number} [dragY=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.y}.
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* @property {number} [gravityX=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.x}.
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* @property {number} [gravityY=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.y}.
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* @property {number} [frictionX=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.x}.
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* @property {number} [frictionY=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.y}.
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* @property {number} [velocityX=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.x}.
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* @property {number} [velocityY=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.y}.
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* @property {number} [angularVelocity=0] - Sets {@link Phaser.Physics.Arcade.Body#angularVelocity}.
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* @property {number} [angularAcceleration=0] - Sets {@link Phaser.Physics.Arcade.Body#angularAcceleration}.
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* @property {number} [angularDrag=0] - Sets {@link Phaser.Physics.Arcade.Body#angularDrag}.
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* @property {number} [mass=0] - Sets {@link Phaser.Physics.Arcade.Body#mass}.
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* @property {boolean} [immovable=false] - Sets {@link Phaser.Physics.Arcade.Body#immovable}.
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*/
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/**
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* @typedef {object} PhysicsGroupDefaults
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*
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* @property {[type]} setCollideWorldBounds - [description]
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* @property {boolean} setCollideWorldBounds - [description]
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* @property {number} setAccelerationX - [description]
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* @property {number} setAccelerationY - [description]
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* @property {number} setBounceX - [description]
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@ -104,6 +104,13 @@ var PhysicsGroup = new Class({
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config.createCallback = this.createCallbackHandler;
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config.removeCallback = this.removeCallbackHandler;
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/**
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* The class to create new group members from.
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*
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* @name Phaser.Physics.Arcade.Group#classType
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* @type {Phaser.Physics.Arcade.Sprite}
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* @default ArcadeSprite
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*/
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config.classType = GetFastValue(config, 'classType', ArcadeSprite);
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/**
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@ -27,33 +27,66 @@ var TileIntersectsBody = require('./tilemap/TileIntersectsBody');
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var Vector2 = require('../../math/Vector2');
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var Wrap = require('../../math/Wrap');
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/**
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* @event Phaser.Physics.Arcade.World#pause
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*/
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/**
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* @event Phaser.Physics.Arcade.World#resume
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*/
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/**
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* @event Phaser.Physics.Arcade.World#collide
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* @param {Phaser.GameObjects.GameObject} gameObject1
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* @param {Phaser.GameObjects.GameObject} gameObject2
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* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body1
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* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body2
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*/
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/**
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* @event Phaser.Physics.Arcade.World#overlap
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* @param {Phaser.GameObjects.GameObject} gameObject1
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* @param {Phaser.GameObjects.GameObject} gameObject2
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* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body1
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* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body2
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*/
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/**
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* @event Phaser.Physics.Arcade.World#worldbounds
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* @param {Phaser.Physics.Arcade.Body} body
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* @param {boolean} up
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* @param {boolean} down
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* @param {boolean} left
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* @param {boolean} right
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*/
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/**
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* @typedef {object} ArcadeWorldConfig
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*
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* @property {object} [gravity] - [description]
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* @property {object} [gravity] - Sets {@link Phaser.Physics.Arcade.World#gravity}.
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* @property {number} [gravity.x=0] - [description]
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* @property {number} [gravity.y=0] - [description]
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* @property {number} [x=0] - [description]
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* @property {number} [y=0] - [description]
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* @property {number} [width=0] - [description]
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* @property {number} [height=0] - [description]
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* @property {object} [checkCollision] - [description]
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* @property {number} [x=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.x}.
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* @property {number} [y=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.y}.
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* @property {number} [width=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.width}.
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* @property {number} [height=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.height}.
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* @property {object} [checkCollision] - Sets {@link Phaser.Physics.Arcade.World#checkCollision}.
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* @property {boolean} [checkCollision.up=true] - [description]
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* @property {boolean} [checkCollision.down=true] - [description]
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* @property {boolean} [checkCollision.left=true] - [description]
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* @property {boolean} [checkCollision.right=true] - [description]
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* @property {number} [overlapBias=4] - [description]
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* @property {number} [tileBias=16] - [description]
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* @property {boolean} [forceX=false] - [description]
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* @property {boolean} [isPaused=false] - [description]
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* @property {boolean} [debug=false] - [description]
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* @property {boolean} [debugShowBody=true] - [description]
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* @property {boolean} [debugShowStaticBody=true] - [description]
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* @property {boolean} [debugShowVelocity=true] - [description]
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* @property {number} [debugBodyColor=0xff00ff] - [description]
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* @property {number} [debugStaticBodyColor=0x0000ff] - [description]
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* @property {number} [debugVelocityColor=0x00ff00] - [description]
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* @property {number} [maxEntries=16] - [description]
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* @property {number} [overlapBias=4] - Sets {@link Phaser.Physics.Arcade.World#OVERLAP_BIAS}.
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* @property {number} [tileBias=16] - Sets {@link Phaser.Physics.Arcade.World#TILE_BIAS}.
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* @property {boolean} [forceX=false] - Sets {@link Phaser.Physics.Arcade.World#forceX}.
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* @property {boolean} [isPaused=false] - Sets {@link Phaser.Physics.Arcade.World#isPaused}.
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* @property {boolean} [debug=false] - Sets {@link Phaser.Physics.Arcade.World#debug}.
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* @property {boolean} [debugShowBody=true] - Sets {@link Phaser.Physics.Arcade.World#defaults debugShowBody}.
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* @property {boolean} [debugShowStaticBody=true] - Sets {@link Phaser.Physics.Arcade.World#defaults debugShowStaticBody}.
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* @property {boolean} [debugShowVelocity=true] - Sets {@link Phaser.Physics.Arcade.World#defaults debugShowStaticBody}.
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* @property {number} [debugBodyColor=0xff00ff] - Sets {@link Phaser.Physics.Arcade.World#defaults debugBodyColor}.
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* @property {number} [debugStaticBodyColor=0x0000ff] - Sets {@link Phaser.Physics.Arcade.World#defaults debugStaticBodyColor}.
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* @property {number} [debugVelocityColor=0x00ff00] - Sets {@link Phaser.Physics.Arcade.World#defaults debugVelocityColor}.
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* @property {number} [maxEntries=16] - Sets {@link Phaser.Physics.Arcade.World#maxEntries}.
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*/
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/**
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@ -109,7 +142,7 @@ var World = new Class({
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EventEmitter.call(this);
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/**
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* [description]
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* The Scene this simulation belongs to.
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*
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* @name Phaser.Physics.Arcade.World#scene
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* @type {Phaser.Scene}
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@ -118,7 +151,7 @@ var World = new Class({
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this.scene = scene;
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/**
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* Dynamic Bodies
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* Dynamic Bodies in this simulation.
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*
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* @name Phaser.Physics.Arcade.World#bodies
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* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.Body>}
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@ -127,7 +160,7 @@ var World = new Class({
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this.bodies = new Set();
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/**
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* Static Bodies
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* Static Bodies in this simulation.
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*
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* @name Phaser.Physics.Arcade.World#staticBodies
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* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.StaticBody>}
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@ -136,7 +169,7 @@ var World = new Class({
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this.staticBodies = new Set();
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/**
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* Static Bodies
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* Static Bodies marked for deletion.
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*
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* @name Phaser.Physics.Arcade.World#pendingDestroy
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* @type {Phaser.Structs.Set.<(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)>}
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@ -145,7 +178,7 @@ var World = new Class({
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this.pendingDestroy = new Set();
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/**
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* [description]
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* This simulation's collision processors.
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*
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* @name Phaser.Physics.Arcade.World#colliders
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* @type {Phaser.Structs.ProcessQueue.<Phaser.Physics.Arcade.Collider>}
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@ -154,7 +187,7 @@ var World = new Class({
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this.colliders = new ProcessQueue();
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/**
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* [description]
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* Acceleration of Bodies due to gravity, in pixels per second.
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*
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* @name Phaser.Physics.Arcade.World#gravity
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* @type {Phaser.Math.Vector2}
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@ -163,7 +196,7 @@ var World = new Class({
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this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
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/**
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* [description]
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* A boundary constraining Bodies.
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*
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* @name Phaser.Physics.Arcade.World#bounds
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* @type {Phaser.Geom.Rectangle}
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@ -177,7 +210,7 @@ var World = new Class({
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);
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/**
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* [description]
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* The boundary edges that Bodies can collide with.
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*
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* @name Phaser.Physics.Arcade.World#checkCollision
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* @type {CheckCollisionObject}
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@ -191,7 +224,9 @@ var World = new Class({
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};
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/**
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* [description]
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* The maximum absolute difference of a Body's per-step velocity and its overlap with another Body that will result in separation on *each axis*.
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* Larger values favor separation.
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* Smaller values favor no separation.
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*
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* @name Phaser.Physics.Arcade.World#OVERLAP_BIAS
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* @type {number}
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@ -201,7 +236,10 @@ var World = new Class({
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this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4);
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/**
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* [description]
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* The maximum absolute value of a Body's overlap with a tile that will result in separation on *each axis*.
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* Larger values favor separation.
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* Smaller values favor no separation.
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* The optimum value may be similar to the tile size.
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*
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* @name Phaser.Physics.Arcade.World#TILE_BIAS
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* @type {number}
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@ -211,7 +249,8 @@ var World = new Class({
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this.TILE_BIAS = GetValue(config, 'tileBias', 16);
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/**
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* [description]
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* Always separate overlapping Bodies horizontally before vertically.
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* False (the default) means Bodies are first separated on the axis of greater gravity, or the vertical axis if neither is greater.
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*
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* @name Phaser.Physics.Arcade.World#forceX
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* @type {boolean}
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@ -221,7 +260,7 @@ var World = new Class({
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this.forceX = GetValue(config, 'forceX', false);
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/**
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||||
* [description]
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||||
* Whether the simulation advances with the game loop.
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||||
*
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||||
* @name Phaser.Physics.Arcade.World#isPaused
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* @type {boolean}
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||||
|
@ -231,7 +270,7 @@ var World = new Class({
|
|||
this.isPaused = GetValue(config, 'isPaused', false);
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Temporary total of colliding Bodies.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#_total
|
||||
* @type {number}
|
||||
|
@ -242,7 +281,7 @@ var World = new Class({
|
|||
this._total = 0;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Enables the debug display.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#drawDebug
|
||||
* @type {boolean}
|
||||
|
@ -252,7 +291,7 @@ var World = new Class({
|
|||
this.drawDebug = GetValue(config, 'debug', false);
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The graphics object drawing the debug display.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#debugGraphic
|
||||
* @type {Phaser.GameObjects.Graphics}
|
||||
|
@ -261,7 +300,7 @@ var World = new Class({
|
|||
this.debugGraphic;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Default debug display settings for new Bodies.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#defaults
|
||||
* @type {ArcadeWorldDefaults}
|
||||
|
@ -277,7 +316,7 @@ var World = new Class({
|
|||
};
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The maximum number of items per tree node.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#maxEntries
|
||||
* @type {integer}
|
||||
|
@ -287,7 +326,7 @@ var World = new Class({
|
|||
this.maxEntries = GetValue(config, 'maxEntries', 16);
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The spatial index of Dynamic Bodies.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#tree
|
||||
* @type {Phaser.Structs.RTree}
|
||||
|
@ -296,7 +335,7 @@ var World = new Class({
|
|||
this.tree = new RTree(this.maxEntries);
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The spatial index of Static Bodies.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#staticTree
|
||||
* @type {Phaser.Structs.RTree}
|
||||
|
@ -305,7 +344,7 @@ var World = new Class({
|
|||
this.staticTree = new RTree(this.maxEntries);
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Recycled input for tree searches.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.World#treeMinMax
|
||||
* @type {ArcadeWorldTreeMinMax}
|
||||
|
@ -320,7 +359,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Adds an Arcade Physics Body to a Game Object.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#enable
|
||||
* @since 3.0.0
|
||||
|
@ -363,7 +402,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Helper for Phaser.Physics.Arcade.World#enable.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#enableBody
|
||||
* @since 3.0.0
|
||||
|
@ -397,7 +436,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Remove a Body from the simulation.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#remove
|
||||
* @since 3.0.0
|
||||
|
@ -410,7 +449,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Disables the Body of a Game Object, or the Bodies of several Game Objects.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#disable
|
||||
* @since 3.0.0
|
||||
|
@ -450,7 +489,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Disables the Body of a Game Object.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#disableGameObjectBody
|
||||
* @since 3.1.0
|
||||
|
@ -480,7 +519,8 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Disables a Body.
|
||||
* A disabled Body is ignored by the simulation. It doesn't move or interact with other Bodies.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#disableBody
|
||||
* @since 3.0.0
|
||||
|
@ -504,7 +544,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Creates the graphics object responsible for debug display.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#createDebugGraphic
|
||||
* @since 3.0.0
|
||||
|
@ -525,7 +565,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Sets the dimensions of the world boundary.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#setBounds
|
||||
* @since 3.0.0
|
||||
|
@ -554,7 +594,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Enables or disables collisions on each boundary edge.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#setBoundsCollision
|
||||
* @since 3.0.0
|
||||
|
@ -582,9 +622,10 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Pauses the simulation.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#pause
|
||||
* @fires Phaser.Physics.Arcade.World#pause
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.Physics.Arcade.World} This World object.
|
||||
|
@ -599,9 +640,10 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Resumes the simulation, if paused.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#resume
|
||||
* @fires Phaser.Physics.Arcade.World#resume
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.Physics.Arcade.World} This World object.
|
||||
|
@ -616,10 +658,11 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Adds a collision processor, which runs automatically.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#addCollider
|
||||
* @since 3.0.0
|
||||
* @see Phaser.Physics.Arcade.World#collide
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for collision.
|
||||
|
@ -643,7 +686,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Adds an overlap processor, which runs automatically.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#addOverlap
|
||||
* @since 3.0.0
|
||||
|
@ -670,7 +713,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Removes a collision or overlap processor.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#removeCollider
|
||||
* @since 3.0.0
|
||||
|
@ -687,13 +730,13 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Advances the simulation.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#update
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} time - [description]
|
||||
* @param {number} delta - [description]
|
||||
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
|
||||
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
|
||||
*/
|
||||
update: function (time, delta)
|
||||
{
|
||||
|
@ -743,7 +786,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Updates bodies, draws the debug display, and handles pending queue operations.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#postUpdate
|
||||
* @since 3.0.0
|
||||
|
@ -832,7 +875,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Calculates a Body's velocity and updates its position.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#updateMotion
|
||||
* @since 3.0.0
|
||||
|
@ -854,7 +897,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Calculates a Body's per-axis velocity.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#computeVelocity
|
||||
* @since 3.0.0
|
||||
|
@ -916,9 +959,11 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Separates two Bodies, when at least one is rectangular.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#separate
|
||||
* @fires Phaser.Physics.Arcade.World#collide
|
||||
* @fires Phaser.Physics.Arcade.World#overlap
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Physics.Arcade.Body} body1 - [description]
|
||||
|
@ -1023,9 +1068,11 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Separates two Bodies, when both are circular.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#separateCircle
|
||||
* @fires Phaser.Physics.Arcade.World#collide
|
||||
* @fires Phaser.Physics.Arcade.World#overlap
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Physics.Arcade.Body} body1 - [description]
|
||||
|
@ -1215,7 +1262,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Tests of two bodies intersect (overlap).
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#intersects
|
||||
* @since 3.0.0
|
||||
|
@ -1278,7 +1325,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Tests if a circular Body intersects with another Body.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#circleBodyIntersects
|
||||
* @since 3.0.0
|
||||
|
@ -1300,7 +1347,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Tests if Game Objects overlap.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#overlap
|
||||
* @since 3.0.0
|
||||
|
@ -1311,7 +1358,7 @@ var World = new Class({
|
|||
* @param {ArcadePhysicsCallback} [processCallback] - [description]
|
||||
* @param {*} [callbackContext] - [description]
|
||||
*
|
||||
* @return {boolean} [description]
|
||||
* @return {boolean} True if at least one Game Object overlaps another.
|
||||
*/
|
||||
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext)
|
||||
{
|
||||
|
@ -1323,7 +1370,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Tests if Game Objects overlap and separates them (if possible).
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collide
|
||||
* @since 3.0.0
|
||||
|
@ -1334,7 +1381,7 @@ var World = new Class({
|
|||
* @param {ArcadePhysicsCallback} [processCallback] - [description]
|
||||
* @param {*} [callbackContext] - [description]
|
||||
*
|
||||
* @return {boolean} [description]
|
||||
* @return {boolean} True if any overlapping Game Objects were separated.
|
||||
*/
|
||||
collide: function (object1, object2, collideCallback, processCallback, callbackContext)
|
||||
{
|
||||
|
@ -1346,7 +1393,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Helper for Phaser.Physics.Arcade.World#collide.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collideObjects
|
||||
* @since 3.0.0
|
||||
|
@ -1358,7 +1405,7 @@ var World = new Class({
|
|||
* @param {*} callbackContext - [description]
|
||||
* @param {boolean} overlapOnly - [description]
|
||||
*
|
||||
* @return {boolean} [description]
|
||||
* @return {boolean} True if any overlapping objects were separated.
|
||||
*/
|
||||
collideObjects: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
|
||||
{
|
||||
|
@ -1407,7 +1454,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Helper for Phaser.Physics.Arcade.World#collide and Phaser.Physics.Arcade.World#overlap.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collideHandler
|
||||
* @since 3.0.0
|
||||
|
@ -1485,7 +1532,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Handler for Sprite vs. Sprite collisions.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collideSpriteVsSprite
|
||||
* @since 3.0.0
|
||||
|
@ -1520,7 +1567,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Handler for Sprite vs. Group collisions.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collideSpriteVsGroup
|
||||
* @since 3.0.0
|
||||
|
@ -1583,7 +1630,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Helper for Group vs. Tilemap collisions.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collideGroupVsTilemapLayer
|
||||
* @since 3.0.0
|
||||
|
@ -1623,9 +1670,11 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Helper for Sprite vs. Tilemap collisions.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collideSpriteVsTilemapLayer
|
||||
* @fires Phaser.Physics.Arcade.World#collide
|
||||
* @fires Phaser.Physics.Arcade.World#overlap
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.GameObject} sprite - [description]
|
||||
|
@ -1722,7 +1771,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* TODO!
|
||||
* Helper for Group vs. Group collisions.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#collideGroupVsGroup
|
||||
* @since 3.0.0
|
||||
|
@ -1826,7 +1875,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Shuts down the simulation, clearing physics data and removing listeners.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#shutdown
|
||||
* @since 3.0.0
|
||||
|
@ -1843,7 +1892,7 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Shuts down the simulation and disconnects it from the current scene.
|
||||
*
|
||||
* @method Phaser.Physics.Arcade.World#destroy
|
||||
* @since 3.0.0
|
||||
|
|
Loading…
Reference in a new issue