Return type fix

This commit is contained in:
Richard Davey 2020-09-03 11:27:12 +01:00
parent 0ba7de7a60
commit bba8285665

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@ -22,13 +22,13 @@ var Vertices = require('./lib/geometry/Vertices');
* @classdesc * @classdesc
* The Matter Factory is responsible for quickly creating a variety of different types of * The Matter Factory is responsible for quickly creating a variety of different types of
* bodies, constraints and Game Objects and adding them into the physics world. * bodies, constraints and Game Objects and adding them into the physics world.
* *
* You access the factory from within a Scene using `add`: * You access the factory from within a Scene using `add`:
* *
* ```javascript * ```javascript
* this.matter.add.rectangle(x, y, width, height); * this.matter.add.rectangle(x, y, width, height);
* ``` * ```
* *
* Use of the Factory is optional. All of the objects it creates can also be created * Use of the Factory is optional. All of the objects it creates can also be created
* directly via your own code or constructors. It is provided as a means to keep your * directly via your own code or constructors. It is provided as a means to keep your
* code concise. * code concise.
@ -200,24 +200,24 @@ var Factory = new Class({
/** /**
* Creates a body using data exported from the application PhysicsEditor (https://www.codeandweb.com/physicseditor) * Creates a body using data exported from the application PhysicsEditor (https://www.codeandweb.com/physicseditor)
* *
* The PhysicsEditor file should be loaded as JSON: * The PhysicsEditor file should be loaded as JSON:
* *
* ```javascript * ```javascript
* preload () * preload ()
* { * {
* this.load.json('vehicles', 'assets/vehicles.json); * this.load.json('vehicles', 'assets/vehicles.json);
* } * }
* *
* create () * create ()
* { * {
* const vehicleShapes = this.cache.json.get('vehicles'); * const vehicleShapes = this.cache.json.get('vehicles');
* this.matter.add.fromPhysicsEditor(400, 300, vehicleShapes.truck); * this.matter.add.fromPhysicsEditor(400, 300, vehicleShapes.truck);
* } * }
* ``` * ```
* *
* Do not pass the entire JSON file to this method, but instead pass one of the shapes contained within it. * Do not pass the entire JSON file to this method, but instead pass one of the shapes contained within it.
* *
* If you pas in an `options` object, any settings in there will override those in the PhysicsEditor config object. * If you pas in an `options` object, any settings in there will override those in the PhysicsEditor config object.
* *
* @method Phaser.Physics.Matter.Factory#fromPhysicsEditor * @method Phaser.Physics.Matter.Factory#fromPhysicsEditor
@ -247,18 +247,18 @@ var Factory = new Class({
/** /**
* Creates a body using the path data from an SVG file. * Creates a body using the path data from an SVG file.
* *
* SVG Parsing requires the pathseg polyfill from https://github.com/progers/pathseg * SVG Parsing requires the pathseg polyfill from https://github.com/progers/pathseg
* *
* The SVG file should be loaded as XML, as this method requires the ability to extract * The SVG file should be loaded as XML, as this method requires the ability to extract
* the path data from it. I.e.: * the path data from it. I.e.:
* *
* ```javascript * ```javascript
* preload () * preload ()
* { * {
* this.load.xml('face', 'assets/face.svg); * this.load.xml('face', 'assets/face.svg);
* } * }
* *
* create () * create ()
* { * {
* this.matter.add.fromSVG(400, 300, this.cache.xml.get('face')); * this.matter.add.fromSVG(400, 300, this.cache.xml.get('face'));
@ -310,29 +310,29 @@ var Factory = new Class({
/** /**
* Creates a body using the supplied physics data, as provided by a JSON file. * Creates a body using the supplied physics data, as provided by a JSON file.
* *
* The data file should be loaded as JSON: * The data file should be loaded as JSON:
* *
* ```javascript * ```javascript
* preload () * preload ()
* { * {
* this.load.json('ninjas', 'assets/ninjas.json); * this.load.json('ninjas', 'assets/ninjas.json);
* } * }
* *
* create () * create ()
* { * {
* const ninjaShapes = this.cache.json.get('ninjas'); * const ninjaShapes = this.cache.json.get('ninjas');
* *
* this.matter.add.fromJSON(400, 300, ninjaShapes.shinobi); * this.matter.add.fromJSON(400, 300, ninjaShapes.shinobi);
* } * }
* ``` * ```
* *
* Do not pass the entire JSON file to this method, but instead pass one of the shapes contained within it. * Do not pass the entire JSON file to this method, but instead pass one of the shapes contained within it.
* *
* If you pas in an `options` object, any settings in there will override those in the config object. * If you pas in an `options` object, any settings in there will override those in the config object.
* *
* The structure of the JSON file is as follows: * The structure of the JSON file is as follows:
* *
* ```text * ```text
* { * {
* 'generator_info': // The name of the application that created the JSON data * 'generator_info': // The name of the application that created the JSON data
@ -343,7 +343,7 @@ var Factory = new Class({
* } * }
* } * }
* ``` * ```
* *
* At the time of writing, only the Phaser Physics Tracer App exports in this format. * At the time of writing, only the Phaser Physics Tracer App exports in this format.
* *
* @method Phaser.Physics.Matter.Factory#fromJSON * @method Phaser.Physics.Matter.Factory#fromJSON
@ -418,7 +418,7 @@ var Factory = new Class({
/** /**
* Create a new composite containing bodies created in the callback in a grid arrangement. * Create a new composite containing bodies created in the callback in a grid arrangement.
* *
* This function uses the body bounds to prevent overlaps. * This function uses the body bounds to prevent overlaps.
* *
* @method Phaser.Physics.Matter.Factory#stack * @method Phaser.Physics.Matter.Factory#stack
@ -584,18 +584,18 @@ var Factory = new Class({
/** /**
* This method is an alias for `Factory.constraint`. * This method is an alias for `Factory.constraint`.
* *
* Constraints (or joints) are used for specifying that a fixed distance must be maintained * Constraints (or joints) are used for specifying that a fixed distance must be maintained
* between two bodies, or a body and a fixed world-space position. * between two bodies, or a body and a fixed world-space position.
* *
* The stiffness of constraints can be modified to create springs or elastic. * The stiffness of constraints can be modified to create springs or elastic.
* *
* To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness`
* value (e.g. `0.7` or above). * value (e.g. `0.7` or above).
* *
* If the constraint is unstable, try lowering the `stiffness` value and / or increasing * If the constraint is unstable, try lowering the `stiffness` value and / or increasing
* `constraintIterations` within the Matter Config. * `constraintIterations` within the Matter Config.
* *
* For compound bodies, constraints must be applied to the parent body and not one of its parts. * For compound bodies, constraints must be applied to the parent body and not one of its parts.
* *
* @method Phaser.Physics.Matter.Factory#joint * @method Phaser.Physics.Matter.Factory#joint
@ -616,18 +616,18 @@ var Factory = new Class({
/** /**
* This method is an alias for `Factory.constraint`. * This method is an alias for `Factory.constraint`.
* *
* Constraints (or joints) are used for specifying that a fixed distance must be maintained * Constraints (or joints) are used for specifying that a fixed distance must be maintained
* between two bodies, or a body and a fixed world-space position. * between two bodies, or a body and a fixed world-space position.
* *
* The stiffness of constraints can be modified to create springs or elastic. * The stiffness of constraints can be modified to create springs or elastic.
* *
* To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness`
* value (e.g. `0.7` or above). * value (e.g. `0.7` or above).
* *
* If the constraint is unstable, try lowering the `stiffness` value and / or increasing * If the constraint is unstable, try lowering the `stiffness` value and / or increasing
* `constraintIterations` within the Matter Config. * `constraintIterations` within the Matter Config.
* *
* For compound bodies, constraints must be applied to the parent body and not one of its parts. * For compound bodies, constraints must be applied to the parent body and not one of its parts.
* *
* @method Phaser.Physics.Matter.Factory#spring * @method Phaser.Physics.Matter.Factory#spring
@ -649,15 +649,15 @@ var Factory = new Class({
/** /**
* Constraints (or joints) are used for specifying that a fixed distance must be maintained * Constraints (or joints) are used for specifying that a fixed distance must be maintained
* between two bodies, or a body and a fixed world-space position. * between two bodies, or a body and a fixed world-space position.
* *
* The stiffness of constraints can be modified to create springs or elastic. * The stiffness of constraints can be modified to create springs or elastic.
* *
* To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness`
* value (e.g. `0.7` or above). * value (e.g. `0.7` or above).
* *
* If the constraint is unstable, try lowering the `stiffness` value and / or increasing * If the constraint is unstable, try lowering the `stiffness` value and / or increasing
* `constraintIterations` within the Matter Config. * `constraintIterations` within the Matter Config.
* *
* For compound bodies, constraints must be applied to the parent body and not one of its parts. * For compound bodies, constraints must be applied to the parent body and not one of its parts.
* *
* @method Phaser.Physics.Matter.Factory#constraint * @method Phaser.Physics.Matter.Factory#constraint
@ -696,18 +696,18 @@ var Factory = new Class({
/** /**
* Constraints (or joints) are used for specifying that a fixed distance must be maintained * Constraints (or joints) are used for specifying that a fixed distance must be maintained
* between two bodies, or a body and a fixed world-space position. * between two bodies, or a body and a fixed world-space position.
* *
* A world constraint has only one body, you should specify a `pointA` position in * A world constraint has only one body, you should specify a `pointA` position in
* the constraint options parameter to attach the constraint to the world. * the constraint options parameter to attach the constraint to the world.
* *
* The stiffness of constraints can be modified to create springs or elastic. * The stiffness of constraints can be modified to create springs or elastic.
* *
* To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness`
* value (e.g. `0.7` or above). * value (e.g. `0.7` or above).
* *
* If the constraint is unstable, try lowering the `stiffness` value and / or increasing * If the constraint is unstable, try lowering the `stiffness` value and / or increasing
* `constraintIterations` within the Matter Config. * `constraintIterations` within the Matter Config.
* *
* For compound bodies, constraints must be applied to the parent body and not one of its parts. * For compound bodies, constraints must be applied to the parent body and not one of its parts.
* *
* @method Phaser.Physics.Matter.Factory#worldConstraint * @method Phaser.Physics.Matter.Factory#worldConstraint
@ -743,13 +743,13 @@ var Factory = new Class({
/** /**
* This method is an alias for `Factory.pointerConstraint`. * This method is an alias for `Factory.pointerConstraint`.
* *
* A Pointer Constraint is a special type of constraint that allows you to click * A Pointer Constraint is a special type of constraint that allows you to click
* and drag bodies in a Matter World. It monitors the active Pointers in a Scene, * and drag bodies in a Matter World. It monitors the active Pointers in a Scene,
* and when one is pressed down it checks to see if that hit any part of any active * and when one is pressed down it checks to see if that hit any part of any active
* body in the world. If it did, and the body has input enabled, it will begin to * body in the world. If it did, and the body has input enabled, it will begin to
* drag it until either released, or you stop it via the `stopDrag` method. * drag it until either released, or you stop it via the `stopDrag` method.
* *
* You can adjust the stiffness, length and other properties of the constraint via * You can adjust the stiffness, length and other properties of the constraint via
* the `options` object on creation. * the `options` object on creation.
* *
@ -771,7 +771,7 @@ var Factory = new Class({
* and when one is pressed down it checks to see if that hit any part of any active * and when one is pressed down it checks to see if that hit any part of any active
* body in the world. If it did, and the body has input enabled, it will begin to * body in the world. If it did, and the body has input enabled, it will begin to
* drag it until either released, or you stop it via the `stopDrag` method. * drag it until either released, or you stop it via the `stopDrag` method.
* *
* You can adjust the stiffness, length and other properties of the constraint via * You can adjust the stiffness, length and other properties of the constraint via
* the `options` object on creation. * the `options` object on creation.
* *
@ -800,7 +800,7 @@ var Factory = new Class({
/** /**
* Creates a Matter Physics Image Game Object. * Creates a Matter Physics Image Game Object.
* *
* An Image is a light-weight Game Object useful for the display of static images in your game, * 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 * 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 * events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
@ -885,10 +885,10 @@ var Factory = new Class({
/** /**
* Takes an existing Game Object and injects all of the Matter Components into it. * Takes an existing Game Object and injects all of the Matter Components into it.
* *
* This enables you to use component methods such as `setVelocity` or `isSensor` directly from * This enables you to use component methods such as `setVelocity` or `isSensor` directly from
* this Game Object. * this Game Object.
* *
* You can also pass in either a Matter Body Configuration object, or a Matter Body instance * You can also pass in either a Matter Body Configuration object, or a Matter Body instance
* to link with this Game Object. * to link with this Game Object.
* *
@ -899,7 +899,7 @@ var Factory = new Class({
* @param {(Phaser.Types.Physics.Matter.MatterBodyConfig|MatterJS.Body)} [options] - A Matter Body configuration object, or an instance of a Matter Body. * @param {(Phaser.Types.Physics.Matter.MatterBodyConfig|MatterJS.Body)} [options] - A Matter Body configuration object, or an instance of a Matter Body.
* @param {boolean} [addToWorld=true] - Add this Matter Body to the World? * @param {boolean} [addToWorld=true] - Add this Matter Body to the World?
* *
* @return {Phaser.GameObjects.GameObject} The Game Object that had the Matter Components injected into it. * @return {Phaser.Physics.Matter.MatterGameObject} The Game Object that had the Matter Components injected into it.
*/ */
gameObject: function (gameObject, options, addToWorld) gameObject: function (gameObject, options, addToWorld)
{ {