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* @param {GroupCreateConfig|GroupCreateConfig[]} config - Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn.
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* @param {Phaser.GameObjects.Group.Types.GroupCreateConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig[]} config - Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn.
* @param {ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {Phaser.Physics.Arcade.Types.ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {Phaser.Physics.Arcade.Types.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
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* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {*} [callbackContext] - The context in which to run the callbacks.
@@ -177,8 +177,8 @@ var ArcadePhysics = new Class({
* @param {ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {Phaser.Physics.Arcade.Types.ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {Phaser.Physics.Arcade.Types.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
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* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {*} [callbackContext] - The context in which to run the callbacks.
Copy file name to clipboardExpand all lines: src/physics/arcade/Factory.js
+2-2Lines changed: 2 additions & 2 deletions
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@@ -237,8 +237,8 @@ var Factory = new Class({
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* @method Phaser.Physics.Arcade.Factory#group
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* @since 3.0.0
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*
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* @param {(Phaser.GameObjects.GameObject[]|PhysicsGroupConfig|GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
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* @param {PhysicsGroupConfig|GroupCreateConfig} [config] - Settings for this group.
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* @param {(Phaser.GameObjects.GameObject[]|Phaser.Physics.Arcade.Types.PhysicsGroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
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* @param {Phaser.Physics.Arcade.Types.PhysicsGroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig} [config] - Settings for this group.
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*
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* @return {Phaser.Physics.Arcade.Group} The Group object that was created.
* @property {boolean} setCollideWorldBounds - As {@link Phaser.Physics.Arcade.Body#setCollideWorldBounds}.
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* @property {number} setAccelerationX - As {@link Phaser.Physics.Arcade.Body#setAccelerationX}.
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* @property {number} setAccelerationY - As {@link Phaser.Physics.Arcade.Body#setAccelerationY}.
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* @property {boolean} setAllowDrag - As {@link Phaser.Physics.Arcade.Body#setAllowDrag}.
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* @property {boolean} setAllowGravity - As {@link Phaser.Physics.Arcade.Body#setAllowGravity}.
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* @property {boolean} setAllowRotation - As {@link Phaser.Physics.Arcade.Body#setAllowRotation}.
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* @property {number} setBounceX - As {@link Phaser.Physics.Arcade.Body#setBounceX}.
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* @property {number} setBounceY - As {@link Phaser.Physics.Arcade.Body#setBounceY}.
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* @property {number} setDragX - As {@link Phaser.Physics.Arcade.Body#setDragX}.
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* @property {number} setDragY - As {@link Phaser.Physics.Arcade.Body#setDragY}.
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* @property {boolean} setEnable - As {@link Phaser.Physics.Arcade.Body#setEnable}.
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* @property {number} setGravityX - As {@link Phaser.Physics.Arcade.Body#setGravityX}.
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* @property {number} setGravityY - As {@link Phaser.Physics.Arcade.Body#setGravityY}.
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* @property {number} setFrictionX - As {@link Phaser.Physics.Arcade.Body#setFrictionX}.
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* @property {number} setFrictionY - As {@link Phaser.Physics.Arcade.Body#setFrictionY}.
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* @property {number} setVelocityX - As {@link Phaser.Physics.Arcade.Body#setVelocityX}.
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* @property {number} setVelocityY - As {@link Phaser.Physics.Arcade.Body#setVelocityY}.
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* @property {number} setAngularVelocity - As {@link Phaser.Physics.Arcade.Body#setAngularVelocity}.
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* @property {number} setAngularAcceleration - As {@link Phaser.Physics.Arcade.Body#setAngularAcceleration}.
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* @property {number} setAngularDrag - As {@link Phaser.Physics.Arcade.Body#setAngularDrag}.
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* @property {number} setMass - As {@link Phaser.Physics.Arcade.Body#setMass}.
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* @property {boolean} setImmovable - As {@link Phaser.Physics.Arcade.Body#setImmovable}.
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*/
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/**
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* @classdesc
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* An Arcade Physics Group object.
@@ -82,8 +27,8 @@ var IsPlainObject = require('../../utils/object/IsPlainObject');
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*
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* @param {Phaser.Physics.Arcade.World} world - The physics simulation.
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* @param {Phaser.Scene} scene - The scene this group belongs to.
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* @param {(Phaser.GameObjects.GameObject[]|PhysicsGroupConfig|GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
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* @param {PhysicsGroupConfig|GroupCreateConfig} [config] - Settings for this group.
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* @param {(Phaser.GameObjects.GameObject[]|Phaser.Physics.Arcade.Types.PhysicsGroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig)} [children] - Game Objects to add to this group; or the `config` argument.
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* @param {Phaser.Physics.Arcade.Types.PhysicsGroupConfig|Phaser.GameObjects.Group.Types.GroupCreateConfig} [config] - Settings for this group.
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*/
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varPhysicsGroup=newClass({
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@@ -145,7 +90,7 @@ var PhysicsGroup = new Class({
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* This should be either `Phaser.Physics.Arcade.Image`, `Phaser.Physics.Arcade.Sprite`, or a class extending one of those.
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