Merge pull request #3654 from samme/docs/arcade-physics

Add docs for Arcade Physics
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Richard Davey 2018-05-10 12:00:16 +01:00 committed by GitHub
commit adcb903942
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4 changed files with 381 additions and 296 deletions

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@ -229,7 +229,7 @@ var ArcadePhysics = new Class({
},
/**
* 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.)
* 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)
*
* You must give a maximum speed value, beyond which the game object won't go any faster.
*
@ -242,7 +242,7 @@ var ArcadePhysics = new Class({
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
* @param {number} x - The x coordinate to accelerate towards.
* @param {number} y - The y coordinate to accelerate towards.
* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
*
@ -265,7 +265,7 @@ var ArcadePhysics = new Class({
},
/**
* 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.)
* 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)
*
* You must give a maximum speed value, beyond which the game object won't go any faster.
*
@ -277,7 +277,7 @@ var ArcadePhysics = new Class({
*
* @param {Phaser.GameObjects.GameObject} gameObject - Any Game Object with an Arcade Physics body.
* @param {Phaser.GameObjects.GameObject} destination - The Game Object to move towards. Can be any object but must have visible x/y properties.
* @param {number} [speed=60] - The speed it will accelerate in pixels per second.
* @param {number} [speed=60] - The acceleration (change in speed) in pixels per second squared.
* @param {number} [xSpeedMax=500] - The maximum x velocity the game object can reach.
* @param {number} [ySpeedMax=500] - The maximum y velocity the game object can reach.
*
@ -289,7 +289,7 @@ var ArcadePhysics = new Class({
},
/**
* From a set of points or display objects, find the one closest to a source point or object.
* Finds the Body closest to a source point or object.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#closest
* @since 3.0.0
@ -323,7 +323,7 @@ var ArcadePhysics = new Class({
},
/**
* From a set of points or display objects, find the one farthest from a source point or object.
* Finds the Body farthest from a source point or object.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#furthest
* @since 3.0.0
@ -417,14 +417,14 @@ var ArcadePhysics = new Class({
},
/**
* 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.
* 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.
* Given the angle (in degrees) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
* 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.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromAngle
* @since 3.0.0
*
* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
* @param {number} [speed=60] - The speed it will move, in pixels per second squared.
* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
*
* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
@ -438,14 +438,14 @@ var ArcadePhysics = new Class({
},
/**
* 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.
* 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.
* Given the rotation (in radians) and speed calculate the velocity and return it as a vector, or set it to the given vector object.
* 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.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#velocityFromRotation
* @since 3.0.0
*
* @param {number} rotation - The angle in radians.
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
* @param {number} [speed=60] - The speed it will move, in pixels per second squared
* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
*
* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.

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@ -14,30 +14,30 @@ var Group = require('../../gameobjects/group/Group');
* @typedef {object} PhysicsGroupConfig
* @extends GroupConfig
*
* @property {[type]} [collideWorldBounds=false] - [description]
* @property {number} [accelerationX=0] - [description]
* @property {number} [accelerationY=0] - [description]
* @property {number} [bounceX=0] - [description]
* @property {number} [bounceY=0] - [description]
* @property {number} [dragX=0] - [description]
* @property {number} [dragY=0] - [description]
* @property {number} [gravityX=0] - [description]
* @property {number} [gravityY=0] - [description]
* @property {number} [frictionX=0] - [description]
* @property {number} [frictionY=0] - [description]
* @property {number} [velocityX=0] - [description]
* @property {number} [velocityY=0] - [description]
* @property {number} [angularVelocity=0] - [description]
* @property {number} [angularAcceleration=0] - [description]
* @property {number} [angularDrag=0] - [description]
* @property {number} [mass=0] - [description]
* @property {boolean} [immovable=false] - [description]
* @property {boolean} [collideWorldBounds=false] - Sets {@link Phaser.Physics.Arcade.Body#collideWorldBounds}.
* @property {number} [accelerationX=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.x}.
* @property {number} [accelerationY=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.y}.
* @property {number} [bounceX=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.x}.
* @property {number} [bounceY=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.y}.
* @property {number} [dragX=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.x}.
* @property {number} [dragY=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.y}.
* @property {number} [gravityX=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.x}.
* @property {number} [gravityY=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.y}.
* @property {number} [frictionX=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.x}.
* @property {number} [frictionY=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.y}.
* @property {number} [velocityX=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.x}.
* @property {number} [velocityY=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.y}.
* @property {number} [angularVelocity=0] - Sets {@link Phaser.Physics.Arcade.Body#angularVelocity}.
* @property {number} [angularAcceleration=0] - Sets {@link Phaser.Physics.Arcade.Body#angularAcceleration}.
* @property {number} [angularDrag=0] - Sets {@link Phaser.Physics.Arcade.Body#angularDrag}.
* @property {number} [mass=0] - Sets {@link Phaser.Physics.Arcade.Body#mass}.
* @property {boolean} [immovable=false] - Sets {@link Phaser.Physics.Arcade.Body#immovable}.
*/
/**
* @typedef {object} PhysicsGroupDefaults
*
* @property {[type]} setCollideWorldBounds - [description]
* @property {boolean} setCollideWorldBounds - [description]
* @property {number} setAccelerationX - [description]
* @property {number} setAccelerationY - [description]
* @property {number} setBounceX - [description]
@ -104,6 +104,13 @@ var PhysicsGroup = new Class({
config.createCallback = this.createCallbackHandler;
config.removeCallback = this.removeCallbackHandler;
/**
* The class to create new group members from.
*
* @name Phaser.Physics.Arcade.Group#classType
* @type {Phaser.Physics.Arcade.Sprite}
* @default ArcadeSprite
*/
config.classType = GetFastValue(config, 'classType', ArcadeSprite);
/**

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@ -27,33 +27,66 @@ var TileIntersectsBody = require('./tilemap/TileIntersectsBody');
var Vector2 = require('../../math/Vector2');
var Wrap = require('../../math/Wrap');
/**
* @event Phaser.Physics.Arcade.World#pause
*/
/**
* @event Phaser.Physics.Arcade.World#resume
*/
/**
* @event Phaser.Physics.Arcade.World#collide
* @param {Phaser.GameObjects.GameObject} gameObject1
* @param {Phaser.GameObjects.GameObject} gameObject2
* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body1
* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body2
*/
/**
* @event Phaser.Physics.Arcade.World#overlap
* @param {Phaser.GameObjects.GameObject} gameObject1
* @param {Phaser.GameObjects.GameObject} gameObject2
* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body1
* @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body2
*/
/**
* @event Phaser.Physics.Arcade.World#worldbounds
* @param {Phaser.Physics.Arcade.Body} body
* @param {boolean} up
* @param {boolean} down
* @param {boolean} left
* @param {boolean} right
*/
/**
* @typedef {object} ArcadeWorldConfig
*
* @property {object} [gravity] - [description]
* @property {object} [gravity] - Sets {@link Phaser.Physics.Arcade.World#gravity}.
* @property {number} [gravity.x=0] - [description]
* @property {number} [gravity.y=0] - [description]
* @property {number} [x=0] - [description]
* @property {number} [y=0] - [description]
* @property {number} [width=0] - [description]
* @property {number} [height=0] - [description]
* @property {object} [checkCollision] - [description]
* @property {number} [x=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.x}.
* @property {number} [y=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.y}.
* @property {number} [width=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.width}.
* @property {number} [height=0] - Sets {@link Phaser.Physics.Arcade.World#bounds bounds.height}.
* @property {object} [checkCollision] - Sets {@link Phaser.Physics.Arcade.World#checkCollision}.
* @property {boolean} [checkCollision.up=true] - [description]
* @property {boolean} [checkCollision.down=true] - [description]
* @property {boolean} [checkCollision.left=true] - [description]
* @property {boolean} [checkCollision.right=true] - [description]
* @property {number} [overlapBias=4] - [description]
* @property {number} [tileBias=16] - [description]
* @property {boolean} [forceX=false] - [description]
* @property {boolean} [isPaused=false] - [description]
* @property {boolean} [debug=false] - [description]
* @property {boolean} [debugShowBody=true] - [description]
* @property {boolean} [debugShowStaticBody=true] - [description]
* @property {boolean} [debugShowVelocity=true] - [description]
* @property {number} [debugBodyColor=0xff00ff] - [description]
* @property {number} [debugStaticBodyColor=0x0000ff] - [description]
* @property {number} [debugVelocityColor=0x00ff00] - [description]
* @property {number} [maxEntries=16] - [description]
* @property {number} [overlapBias=4] - Sets {@link Phaser.Physics.Arcade.World#OVERLAP_BIAS}.
* @property {number} [tileBias=16] - Sets {@link Phaser.Physics.Arcade.World#TILE_BIAS}.
* @property {boolean} [forceX=false] - Sets {@link Phaser.Physics.Arcade.World#forceX}.
* @property {boolean} [isPaused=false] - Sets {@link Phaser.Physics.Arcade.World#isPaused}.
* @property {boolean} [debug=false] - Sets {@link Phaser.Physics.Arcade.World#debug}.
* @property {boolean} [debugShowBody=true] - Sets {@link Phaser.Physics.Arcade.World#defaults debugShowBody}.
* @property {boolean} [debugShowStaticBody=true] - Sets {@link Phaser.Physics.Arcade.World#defaults debugShowStaticBody}.
* @property {boolean} [debugShowVelocity=true] - Sets {@link Phaser.Physics.Arcade.World#defaults debugShowStaticBody}.
* @property {number} [debugBodyColor=0xff00ff] - Sets {@link Phaser.Physics.Arcade.World#defaults debugBodyColor}.
* @property {number} [debugStaticBodyColor=0x0000ff] - Sets {@link Phaser.Physics.Arcade.World#defaults debugStaticBodyColor}.
* @property {number} [debugVelocityColor=0x00ff00] - Sets {@link Phaser.Physics.Arcade.World#defaults debugVelocityColor}.
* @property {number} [maxEntries=16] - Sets {@link Phaser.Physics.Arcade.World#maxEntries}.
*/
/**
@ -109,7 +142,7 @@ var World = new Class({
EventEmitter.call(this);
/**
* [description]
* The Scene this simulation belongs to.
*
* @name Phaser.Physics.Arcade.World#scene
* @type {Phaser.Scene}
@ -118,7 +151,7 @@ var World = new Class({
this.scene = scene;
/**
* Dynamic Bodies
* Dynamic Bodies in this simulation.
*
* @name Phaser.Physics.Arcade.World#bodies
* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.Body>}
@ -127,7 +160,7 @@ var World = new Class({
this.bodies = new Set();
/**
* Static Bodies
* Static Bodies in this simulation.
*
* @name Phaser.Physics.Arcade.World#staticBodies
* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.StaticBody>}
@ -136,7 +169,7 @@ var World = new Class({
this.staticBodies = new Set();
/**
* Static Bodies
* Static Bodies marked for deletion.
*
* @name Phaser.Physics.Arcade.World#pendingDestroy
* @type {Phaser.Structs.Set.<(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)>}
@ -145,7 +178,7 @@ var World = new Class({
this.pendingDestroy = new Set();
/**
* [description]
* This simulation's collision processors.
*
* @name Phaser.Physics.Arcade.World#colliders
* @type {Phaser.Structs.ProcessQueue.<Phaser.Physics.Arcade.Collider>}
@ -154,7 +187,7 @@ var World = new Class({
this.colliders = new ProcessQueue();
/**
* [description]
* Acceleration of Bodies due to gravity, in pixels per second.
*
* @name Phaser.Physics.Arcade.World#gravity
* @type {Phaser.Math.Vector2}
@ -163,7 +196,7 @@ var World = new Class({
this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
/**
* [description]
* A boundary constraining Bodies.
*
* @name Phaser.Physics.Arcade.World#bounds
* @type {Phaser.Geom.Rectangle}
@ -177,7 +210,7 @@ var World = new Class({
);
/**
* [description]
* The boundary edges that Bodies can collide with.
*
* @name Phaser.Physics.Arcade.World#checkCollision
* @type {CheckCollisionObject}
@ -191,7 +224,9 @@ var World = new Class({
};
/**
* [description]
* 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*.
* Larger values favor separation.
* Smaller values favor no separation.
*
* @name Phaser.Physics.Arcade.World#OVERLAP_BIAS
* @type {number}
@ -201,7 +236,10 @@ var World = new Class({
this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4);
/**
* [description]
* The maximum absolute value of a Body's overlap with a tile that will result in separation on *each axis*.
* Larger values favor separation.
* Smaller values favor no separation.
* The optimum value may be similar to the tile size.
*
* @name Phaser.Physics.Arcade.World#TILE_BIAS
* @type {number}
@ -211,7 +249,8 @@ var World = new Class({
this.TILE_BIAS = GetValue(config, 'tileBias', 16);
/**
* [description]
* Always separate overlapping Bodies horizontally before vertically.
* False (the default) means Bodies are first separated on the axis of greater gravity, or the vertical axis if neither is greater.
*
* @name Phaser.Physics.Arcade.World#forceX
* @type {boolean}
@ -221,7 +260,7 @@ var World = new Class({
this.forceX = GetValue(config, 'forceX', false);
/**
* [description]
* Whether the simulation advances with the game loop.
*
* @name Phaser.Physics.Arcade.World#isPaused
* @type {boolean}
@ -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