@@ -1095,7 +1095,14 @@ Phaser.Physics.P2.Body.prototype = {
10951095
10961096 } ,
10971097
1098- loadPhaserPolygon : function ( key , object , options ) {
1098+ /**
1099+ * Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
1100+ * The shape data format is based on the custom phaser export in PhysicsEditor
1101+ * @method Phaser.Physics.P2.Body#loadPhaserPolygon
1102+ * @param {string } key - The key of the Physics Data file as stored in Game.Cache.
1103+ * @param {string } object - The key of the object within the Physics data file that you wish to load the shape data from.
1104+ */
1105+ loadPhaserPolygon : function ( key , object ) {
10991106 var data = this . game . cache . getPhysicsData ( key , object ) ;
11001107 //cycle through the fixtures
11011108 for ( var i = 0 ; i < data . length ; i ++ )
@@ -1123,7 +1130,7 @@ Phaser.Physics.P2.Body.prototype = {
11231130 console . log ( 'addPolygonFixture' , fixtureData )
11241131
11251132 if ( fixtureData . circle ) {
1126- //a circle has unfortunately no position in p2
1133+ //a circle has unfortunately no position in p2. pretty useless.
11271134 var shape = new p2 . Circle ( this . world . pxm ( fixtureData . circle . radius ) )
11281135 shape . collisionGroup = fixtureData . filter . categoryBits
11291136 shape . collisionMask = fixtureData . filter . maskBits
@@ -1211,7 +1218,6 @@ Phaser.Physics.P2.Body.prototype = {
12111218 for ( var i = 0 ; i < data . length ; i ++ )
12121219 {
12131220 var vertices = [ ] ;
1214- console . log ( data [ i ] . filter . categoryBits )
12151221 for ( var s = 0 ; s < data [ i ] . shape . length ; s += 2 )
12161222 {
12171223 vertices . push ( [ this . world . pxmi ( data [ i ] . shape [ s ] ) , this . world . pxmi ( data [ i ] . shape [ s + 1 ] ) ] ) ;
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