@@ -328,7 +328,7 @@ Phaser.Physics.Arcade.Body.prototype = {
328328 /**
329329 * Internal method.
330330 *
331- * @method Phaser.Physics.Arcade#updateBounds
331+ * @method Phaser.Physics.Arcade.Body #updateBounds
332332 * @protected
333333 */
334334 updateBounds : function ( ) {
@@ -354,7 +354,7 @@ Phaser.Physics.Arcade.Body.prototype = {
354354 /**
355355 * Internal method.
356356 *
357- * @method Phaser.Physics.Arcade#preUpdate
357+ * @method Phaser.Physics.Arcade.Body #preUpdate
358358 * @protected
359359 */
360360 preUpdate : function ( ) {
@@ -429,7 +429,7 @@ Phaser.Physics.Arcade.Body.prototype = {
429429 /**
430430 * Internal method.
431431 *
432- * @method Phaser.Physics.Arcade#postUpdate
432+ * @method Phaser.Physics.Arcade.Body #postUpdate
433433 * @protected
434434 */
435435 postUpdate : function ( ) {
@@ -502,7 +502,7 @@ Phaser.Physics.Arcade.Body.prototype = {
502502 /**
503503 * Removes this bodies reference to its parent sprite, freeing it up for gc.
504504 *
505- * @method Phaser.Physics.Arcade#destroy
505+ * @method Phaser.Physics.Arcade.Body #destroy
506506 */
507507 destroy : function ( ) {
508508
@@ -513,7 +513,7 @@ Phaser.Physics.Arcade.Body.prototype = {
513513 /**
514514 * Internal method.
515515 *
516- * @method Phaser.Physics.Arcade#checkWorldBounds
516+ * @method Phaser.Physics.Arcade.Body #checkWorldBounds
517517 * @protected
518518 */
519519 checkWorldBounds : function ( ) {
@@ -551,7 +551,7 @@ Phaser.Physics.Arcade.Body.prototype = {
551551 * So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
552552 * is the position of the Body relative to the top-left of the Sprite.
553553 *
554- * @method Phaser.Physics.Arcade#setSize
554+ * @method Phaser.Physics.Arcade.Body #setSize
555555 * @param {number } width - The width of the Body.
556556 * @param {number } height - The height of the Body.
557557 * @param {number } offsetX - The X offset of the Body from the Sprite position.
@@ -577,9 +577,9 @@ Phaser.Physics.Arcade.Body.prototype = {
577577 /**
578578 * Resets all Body values (velocity, acceleration, rotation, etc)
579579 *
580- * @method Phaser.Physics.Arcade#reset
580+ * @method Phaser.Physics.Arcade.Body #reset
581581 * @param {number } x - The new x position of the Body.
582- * @param {number } y - The new x position of the Body.
582+ * @param {number } y - The new y position of the Body.
583583 */
584584 reset : function ( x , y ) {
585585
@@ -605,6 +605,20 @@ Phaser.Physics.Arcade.Body.prototype = {
605605
606606 } ,
607607
608+ /**
609+ * Tests if a world point lies within this Body.
610+ *
611+ * @method Phaser.Physics.Arcade.Body#hitTest
612+ * @param {number } x - The world x coordinate to test.
613+ * @param {number } y - The world y coordinate to test.
614+ * @return {boolean } True if the given coordinates are inside this Body, otherwise false.
615+ */
616+ hitTest : function ( x , y ) {
617+
618+ return Phaser . Rectangle . contains ( this , x , y ) ;
619+
620+ } ,
621+
608622 /**
609623 * Returns true if the bottom of this Body is in contact with either the world bounds or a tile.
610624 *
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