Docs for Arcade Physics

Minor additions/corrections
This commit is contained in:
samme 2018-11-07 09:43:43 -08:00
parent 83e2de2baf
commit b5a2d9d0cf
9 changed files with 34 additions and 33 deletions

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@ -10,12 +10,10 @@ var Image = require('../../gameobjects/image/Image');
/**
* @classdesc
* An Arcade Physics Image Game Object.
* An Arcade Physics Image is an Image with an Arcade Physics body and related components.
* The body can be dynamic or static.
*
* An Image is a light-weight Game Object useful for the display of static images in your game,
* such as logos, backgrounds, scenery or other non-animated elements. Images can have input
* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
* The main difference between an Arcade Image and an Arcade Sprite is that you cannot animate an Arcade Image.
*
* @class Image
* @extends Phaser.GameObjects.Image

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@ -10,15 +10,11 @@ var Sprite = require('../../gameobjects/sprite/Sprite');
/**
* @classdesc
* An Arcade Physics Sprite Game Object.
* An Arcade Physics Sprite is a Sprite with an Arcade Physics body and related components.
* The body can be dynamic or static.
*
* A Sprite Game Object is used for the display of both static and animated images in your game.
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
* and animated.
*
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
* The main difference between an Arcade Sprite and an Arcade Image is that you cannot animate an Arcade Image.
* If you do not require animation then you can safely use Arcade Images instead of Arcade Sprites.
*
* @class Sprite
* @extends Phaser.GameObjects.Sprite

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@ -623,7 +623,7 @@ var Body = new Class({
this.overlapR = 0;
/**
* Whether this Body is overlapped with another and both have zero velocity.
* Whether this Body is overlapped with another and both are not moving.
*
* @name Phaser.Physics.Arcade.Body#embedded
* @type {boolean}
@ -718,6 +718,7 @@ var Body = new Class({
* @name Phaser.Physics.Arcade.Body#physicsType
* @type {integer}
* @readonly
* @default Phaser.Physics.Arcade.DYNAMIC_BODY
* @since 3.0.0
*/
this.physicsType = CONST.DYNAMIC_BODY;
@ -787,7 +788,8 @@ var Body = new Class({
},
/**
* Updates this Body's transform, dimensions, and position from its Game Object.
* Updates the Body's `transform`, `width`, `height`, and `center` from its Game Object.
* The Body's `position` isn't changed.
*
* @method Phaser.Physics.Arcade.Body#updateBounds
* @since 3.0.0
@ -874,7 +876,7 @@ var Body = new Class({
* @fires Phaser.Physics.Arcade.World#worldbounds
* @since 3.0.0
*
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
* @param {number} delta - The delta time, in seconds, elapsed since the last frame.
*/
update: function (delta)
{

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@ -40,7 +40,7 @@ var Collider = new Class({
this.world = world;
/**
* The name of the collider (unused by phaser).
* The name of the collider (unused by Phaser).
*
* @name Phaser.Physics.Arcade.Collider#name
* @type {string}

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@ -58,7 +58,7 @@ var Factory = new Class({
},
/**
* Create a new Arcade Physics Collider object.
* Creates a new Arcade Physics Collider object.
*
* @method Phaser.Physics.Arcade.Factory#collider
* @since 3.0.0
@ -77,7 +77,7 @@ var Factory = new Class({
},
/**
* Create a new Arcade Physics Collider Overlap object.
* Creates a new Arcade Physics Collider Overlap object.
*
* @method Phaser.Physics.Arcade.Factory#overlap
* @since 3.0.0

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@ -154,7 +154,7 @@ var PhysicsGroup = new Class({
*
* @name Phaser.Physics.Arcade.Group#physicsType
* @type {integer}
* @default DYNAMIC_BODY
* @default Phaser.Physics.Arcade.DYNAMIC_BODY
* @since 3.0.0
*/
this.physicsType = CONST.DYNAMIC_BODY;

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@ -219,10 +219,12 @@ var StaticBody = new Class({
// If true this Body will dispatch events
/**
* Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary (and `collideWorldBounds` is also true).
* Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary.
* Always false for a Static Body. (Static Bodies never collide with the world boundary and never trigger a `worldbounds` event.)
*
* @name Phaser.Physics.Arcade.StaticBody#onWorldBounds
* @type {boolean}
* @readonly
* @default false
* @since 3.0.0
*/
@ -269,7 +271,7 @@ var StaticBody = new Class({
this.immovable = true;
/**
* A flag disabling the default horizontal separation of colliding bodies. Pass your own `processHandler` to the collider.
* A flag disabling the default horizontal separation of colliding bodies. Pass your own `collideHandler` to the collider.
*
* @name Phaser.Physics.Arcade.StaticBody#customSeparateX
* @type {boolean}
@ -279,7 +281,7 @@ var StaticBody = new Class({
this.customSeparateX = false;
/**
* A flag disabling the default vertical separation of colliding bodies. Pass your own `processHandler` to the collider.
* A flag disabling the default vertical separation of colliding bodies. Pass your own `collideHandler` to the collider.
*
* @name Phaser.Physics.Arcade.StaticBody#customSeparateY
* @type {boolean}
@ -319,7 +321,7 @@ var StaticBody = new Class({
this.overlapR = 0;
/**
* Whether this StaticBody is overlapped with another and both have zero velocity.
* Whether this StaticBody has ever overlapped with another while both were not moving.
*
* @name Phaser.Physics.Arcade.StaticBody#embedded
* @type {boolean}
@ -330,9 +332,11 @@ var StaticBody = new Class({
/**
* Whether this StaticBody interacts with the world boundary.
* Always false for a Static Body. (Static Bodies never collide with the world boundary.)
*
* @name Phaser.Physics.Arcade.StaticBody#collideWorldBounds
* @type {boolean}
* @readonly
* @default false
* @since 3.0.0
*/
@ -348,7 +352,7 @@ var StaticBody = new Class({
this.checkCollision = { none: false, up: true, down: true, left: true, right: true };
/**
* Whether this StaticBody is colliding with another and in which direction.
* Whether this StaticBody has ever collided with another body and in which direction.
*
* @name Phaser.Physics.Arcade.StaticBody#touching
* @type {ArcadeBodyCollision}
@ -357,7 +361,7 @@ var StaticBody = new Class({
this.touching = { none: true, up: false, down: false, left: false, right: false };
/**
* Whether this StaticBody was colliding with another during the last step, and in which direction.
* Whether this StaticBody was colliding with another body during the last step or any previous step, and in which direction.
*
* @name Phaser.Physics.Arcade.StaticBody#wasTouching
* @type {ArcadeBodyCollision}
@ -366,7 +370,7 @@ var StaticBody = new Class({
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
/**
* Whether this StaticBody is colliding with a tile or the world boundary.
* Whether this StaticBody has ever collided with a tile or the world boundary.
*
* @name Phaser.Physics.Arcade.StaticBody#blocked
* @type {ArcadeBodyCollision}
@ -379,6 +383,7 @@ var StaticBody = new Class({
*
* @name Phaser.Physics.Arcade.StaticBody#physicsType
* @type {integer}
* @default Phaser.Physics.Arcade.STATIC_BODY
* @since 3.0.0
*/
this.physicsType = CONST.STATIC_BODY;

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@ -86,7 +86,7 @@ var StaticPhysicsGroup = new Class({
*
* @name Phaser.Physics.Arcade.StaticGroup#physicsType
* @type {integer}
* @default STATIC_BODY
* @default Phaser.Physics.Arcade.STATIC_BODY
* @since 3.0.0
*/
this.physicsType = CONST.STATIC_BODY;

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@ -1046,12 +1046,12 @@ var World = new Class({
},
/**
* Advances the simulation by one step.
* Advances the simulation by a time increment.
*
* @method Phaser.Physics.Arcade.World#step
* @since 3.10.0
*
* @param {number} delta - The delta time amount, in ms, by which to advance the simulation.
* @param {number} delta - The delta time amount, in seconds, by which to advance the simulation.
*/
step: function (delta)
{
@ -1190,7 +1190,7 @@ var World = new Class({
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body to be updated.
* @param {number} delta - The delta value to be used in the motion calculations.
* @param {number} delta - The delta value to be used in the motion calculations, in seconds.
*/
updateMotion: function (body, delta)
{
@ -1209,7 +1209,7 @@ var World = new Class({
* @since 3.10.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for.
* @param {number} delta - The delta value to be used in the calculation.
* @param {number} delta - The delta value to be used in the calculation, in seconds.
*/
computeAngularVelocity: function (body, delta)
{
@ -1255,7 +1255,7 @@ var World = new Class({
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for.
* @param {number} delta - The delta value to be used in the calculation.
* @param {number} delta - The delta value to be used in the calculation, in seconds.
*/
computeVelocity: function (body, delta)
{