Tidied up the formatting and jsdocs for Physics Editor parser

This commit is contained in:
Richard Davey 2018-06-12 13:07:19 +01:00
parent 9a53daa068
commit c7c104bc2b
2 changed files with 32 additions and 20 deletions

View file

@ -6,12 +6,11 @@
var Bodies = require('./lib/factory/Bodies'); var Bodies = require('./lib/factory/Bodies');
var Body = require('./lib/body/Body'); var Body = require('./lib/body/Body');
var GetFastValue = require('../../utils/object/GetFastValue');
var Common = require('./lib/core/Common');
var Vertices = require('./lib/geometry/Vertices');
var Bounds = require('./lib/geometry/Bounds'); var Bounds = require('./lib/geometry/Bounds');
var Common = require('./lib/core/Common');
var GetFastValue = require('../../utils/object/GetFastValue');
var Vector = require('./lib/geometry/Vector'); var Vector = require('./lib/geometry/Vector');
var Vertices = require('./lib/geometry/Vertices');
/** /**
* Use PhysicsEditorParser.parseBody() to build a Matter body object, based on a physics data file * Use PhysicsEditorParser.parseBody() to build a Matter body object, based on a physics data file
@ -25,33 +24,39 @@ var PhysicsEditorParser = {
/** /**
* Parses a body element exported by PhysicsEditor. * Parses a body element exported by PhysicsEditor.
* *
* @method Phaser.Physics.Matter.PhysicsEditorParser#parseBody * @function Phaser.Physics.Matter.PhysicsEditorParser.parseBody
* @since 3.10.0
* *
* @param {number} x - x position * @param {number} x - x position.
* @param {number} y - y position * @param {number} y - y position.
* @param {number} w - width * @param {number} w - width.
* @param {number} h - height * @param {number} h - height.
* @param {object} config - body configuration and fixture (child body) definitions * @param {object} config - body configuration and fixture (child body) definitions.
* @return {object} a matter body, consisting of several parts (child bodies) *
* @return {object} A matter body, consisting of several parts (child bodies)
*/ */
parseBody: function (x, y, w, h, config) parseBody: function (x, y, w, h, config)
{ {
var fixtureConfigs = GetFastValue(config, 'fixtures', []); var fixtureConfigs = GetFastValue(config, 'fixtures', []);
var fixtures = []; var fixtures = [];
for (var fc = 0; fc < fixtureConfigs.length; fc++) for (var fc = 0; fc < fixtureConfigs.length; fc++)
{ {
var fixtureParts = this.parseFixture(fixtureConfigs[fc]); var fixtureParts = this.parseFixture(fixtureConfigs[fc]);
for(var i = 0; i < fixtureParts.length; i++)
for (var i = 0; i < fixtureParts.length; i++)
{ {
fixtures.push(fixtureParts[i]); fixtures.push(fixtureParts[i]);
} }
} }
var matterConfig = Common.extend({}, false, config); var matterConfig = Common.extend({}, false, config);
delete matterConfig.fixtures; delete matterConfig.fixtures;
delete matterConfig.type; delete matterConfig.type;
var body = Body.create(matterConfig); var body = Body.create(matterConfig);
Body.setParts(body, fixtures); Body.setParts(body, fixtures);
body.render.sprite.xOffset = body.position.x / w; body.render.sprite.xOffset = body.position.x / w;
body.render.sprite.yOffset = body.position.y / h; body.render.sprite.yOffset = body.position.y / h;
@ -64,18 +69,22 @@ var PhysicsEditorParser = {
/** /**
* Parses an element of the "fixtures" list exported by PhysicsEditor * Parses an element of the "fixtures" list exported by PhysicsEditor
* *
* @method Phaser.Physics.Matter.PhysicsEditorParser#parseFixture * @function Phaser.Physics.Matter.PhysicsEditorParser.parseFixture
* @since 3.10.0
* *
* @param {object} fixtureConfig - the fixture object to parse * @param {object} fixtureConfig - the fixture object to parse
* @return {object[]} - a list of matter bodies *
* @return {object[]} - A list of matter bodies
*/ */
parseFixture: function (fixtureConfig) parseFixture: function (fixtureConfig)
{ {
var matterConfig = Common.extend({}, false, fixtureConfig); var matterConfig = Common.extend({}, false, fixtureConfig);
delete matterConfig.circle; delete matterConfig.circle;
delete matterConfig.vertices; delete matterConfig.vertices;
var fixtures; var fixtures;
if (fixtureConfig.circle) if (fixtureConfig.circle)
{ {
var x = GetFastValue(fixtureConfig.circle, 'x'); var x = GetFastValue(fixtureConfig.circle, 'x');
@ -87,18 +96,20 @@ var PhysicsEditorParser = {
{ {
fixtures = this.parseVertices(fixtureConfig.vertices, matterConfig); fixtures = this.parseVertices(fixtureConfig.vertices, matterConfig);
} }
return fixtures; return fixtures;
}, },
/** /**
* Parses the "vertices" lists exported by PhysicsEditor * Parses the "vertices" lists exported by PhysicsEditor.
* *
* @method Phaser.Physics.Matter.PhysicsEditorParser#parseVertices * @function Phaser.Physics.Matter.PhysicsEditorParser.parseVertices
* @since 3.10.0
* *
* @param {object} vertexSets - the vertex lists to parse * @param {object} vertexSets - The vertex lists to parse.
* @param {object} options - matter body options * @param {object} options - Matter body options.
* @return {object[]} - a list of matter bodies *
* @return {object[]} - A list of matter bodies.
*/ */
parseVertices: function (vertexSets, options) parseVertices: function (vertexSets, options)
{ {

View file

@ -53,6 +53,7 @@ var Mass = {
* The body's center of mass. * The body's center of mass.
* *
* @name Phaser.Physics.Matter.Components.Mass#centerOfMass * @name Phaser.Physics.Matter.Components.Mass#centerOfMass
* @readOnly
* @since 3.10.0 * @since 3.10.0
* *
* @return {Phaser.Math.Vector2} The center of mass. * @return {Phaser.Math.Vector2} The center of mass.