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Merge pull request phaserjs#2712 from samme/fix-arcade-body-docs
Correct documentation of some Arcade.Body properties
2 parents 5fa3e56 + b05becf commit 3ebcd36

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Lines changed: 6 additions & 6 deletions

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src/physics/arcade/Body.js

Lines changed: 6 additions & 6 deletions
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@@ -78,7 +78,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.allowRotation = true;
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/**
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* An Arcade Physics Body can have angularVelocity and angularAcceleration. Please understand that the collision Body
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* The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Body
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* itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.
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* @property {number} rotation
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*/
@@ -252,25 +252,25 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.friction = new Phaser.Point(1, 0);
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/**
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* @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in radians per second.
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* @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.
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* @default
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*/
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this.angularVelocity = 0;
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/**
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* @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in radians per second squared.
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* @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.
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* @default
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*/
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this.angularAcceleration = 0;
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/**
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* @property {number} angularDrag - The drag applied during the rotation of the Body.
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* @property {number} angularDrag - The drag applied during the rotation of the Body. Measured in degrees per second squared.
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* @default
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*/
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this.angularDrag = 0;
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/**
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* @property {number} maxAngular - The maximum angular velocity in radians per second that the Body can reach.
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* @property {number} maxAngular - The maximum angular velocity in degrees per second that the Body can reach.
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* @default
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*/
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this.maxAngular = 1000;
@@ -282,7 +282,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.mass = 1;
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/**
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* @property {number} angle - The angle of the Body in radians, as calculated by its angularVelocity.
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* @property {number} angle - The angle of the Body's velocity in radians.
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* @readonly
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*/
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this.angle = 0;

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