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1 | | -/// <reference path="phaser.d.ts" /> |
| 1 | +/// <reference path="phaser.comments.d.ts" /> |
2 | 2 | /// <reference path="box2d.d.ts" /> |
3 | 3 |
|
4 | 4 | declare module Phaser { |
@@ -49,7 +49,7 @@ declare module Phaser { |
49 | 49 | mouseJointBody: box2d.b2Body; |
50 | 50 | // @property {box2d.b2MouseJoint} mouseJoint - The active mouse joint for dragging dynamic bodies. |
51 | 51 | mouseJoint: box2d.b2MouseJoint; |
52 | | - // Pixel to meter function overrides. |
| 52 | + // Pixel to meter function overrides. |
53 | 53 | // mpx: Function; |
54 | 54 | // pxm: Function; |
55 | 55 | // @property {object} walls - An object containing the 4 wall bodies that bound the physics world. |
@@ -135,17 +135,17 @@ declare module Phaser { |
135 | 135 | // Returns all bodies (Phaser.Physics.Box2D.Body) found under the given coordinates. Set the onlyOne |
136 | 136 | // parameter to true if you only care about finding one body. |
137 | 137 | getBodiesAtPoint(x: number, y: number, onlyOne?: boolean, onlyDynamic?: boolean): box2d.b2Body[]; |
138 | | - |
| 138 | + |
139 | 139 | // If there is a dynamic body under the given point, a mouse joint will be created |
140 | 140 | // to drag that body around. Use the mouseDragMove and mouseDragEnd functions to |
141 | 141 | // continue the drag action. Any mouse drag already in progress will be canceled. |
142 | 142 | mouseDragStart(point: Phaser.Point): void; |
143 | 143 | // Updates the target location of the active mouse joint, if there is one. If there |
144 | 144 | // is no mouse joint active, this does nothing. |
145 | | - mouseDragMove(point: Phaser.Point): void; |
| 145 | + mouseDragMove(point: Phaser.Point): void; |
146 | 146 | // Ends the active mouse joint if there is one. If there is no mouse joint active, does nothing. |
147 | | - mouseDragEnd(): void; |
148 | | - |
| 147 | + mouseDragEnd(): void; |
| 148 | + |
149 | 149 | // Creates a distance joint. |
150 | 150 | distanceJoint(bodyA: Box2D.Body | Phaser.Sprite, bodyB: Box2D.Body | Phaser.Sprite, length?: number, |
151 | 151 | ax?: number, ay?: number, bx?: number, by?: number, frequency?: number, damping?: number): box2d.b2DistanceJoint; |
@@ -198,7 +198,7 @@ declare module Phaser { |
198 | 198 | // Every time you call this method it will destroy any previously created bodies and remove them from the world. |
199 | 199 | // Therefore understand it's a very expensive operation and not to be done in a core game update loop. |
200 | 200 | convertTilemap(map: Phaser.Tilemap, layer: number | string | Phaser.TilemapLayer, addToWorld?: boolean, optimize?: boolean): Box2D.Body[]; |
201 | | - |
| 201 | + |
202 | 202 | // Casts a ray and finds intersecting fixtures in the world. |
203 | 203 | raycast(x1: number, y1: number, x2: number, y2: number, closestHitOnly?: boolean, filterFunction?: Function): Box2D.RaycastHit[]; |
204 | 204 | // Finds all fixtures with AABBs overlapping the given area. This does NOT mean |
@@ -272,11 +272,11 @@ declare module Phaser { |
272 | 272 | EndContact(contact: box2d.b2Contact): void; |
273 | 273 | // Common code for begin and end contacts. |
274 | 274 | handleContactBeginOrEnd(contact: box2d.b2Contact, begin: boolean): void; |
275 | | - // This is called after a contact is updated. This allows you to |
276 | | - // inspect a contact before it goes to the solver. If you are |
277 | | - // careful, you can modify the contact manifold (e.g. disable contact). |
| 275 | + // This is called after a contact is updated. This allows you to |
| 276 | + // inspect a contact before it goes to the solver. If you are |
| 277 | + // careful, you can modify the contact manifold (e.g. disable contact). |
278 | 278 | PreSolve(contact: box2d.b2Contact, oldManifold: box2d.b2Manifold): void; |
279 | | - // This lets you inspect a contact after the solver is finished. |
| 279 | + // This lets you inspect a contact after the solver is finished. |
280 | 280 | PostSolve(contact: box2d.b2Contact, impulse: box2d.b2ContactImpulse): void; |
281 | 281 | } |
282 | 282 |
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@@ -315,7 +315,7 @@ declare module Phaser { |
315 | 315 | // @property {boolean} removeNextStep - To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep to true to have it removed in the next preUpdate. |
316 | 316 | removeNextStep: boolean; |
317 | 317 |
|
318 | | - // Sets a callback to be fired any time a fixture in this Body begins or ends contact with a fixture in the given Body. |
| 318 | + // Sets a callback to be fired any time a fixture in this Body begins or ends contact with a fixture in the given Body. |
319 | 319 | setBodyContactCallback(object: Phaser.Sprite | Box2D.Body, callback: Function, callbackContext: any): void; |
320 | 320 | // Sets a callback to be fired any time the given fixture begins or ends contact something |
321 | 321 | setFixtureContactCallback(fixture: box2d.b2Fixture, callback: Function, callbackContext: any): void; |
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