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Commit 63b42a1

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author
Jeremy Bass
committed
resolves phaserjs#2911
some inadvertant whitespace control
1 parent dc5ddec commit 63b42a1

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Lines changed: 12 additions & 12 deletions

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v2-community/typescript/phaser_box2d.d.ts

Lines changed: 12 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
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/// <reference path="phaser.d.ts" />
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/// <reference path="phaser.comments.d.ts" />
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/// <reference path="box2d.d.ts" />
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declare module Phaser {
@@ -49,7 +49,7 @@ declare module Phaser {
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mouseJointBody: box2d.b2Body;
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// @property {box2d.b2MouseJoint} mouseJoint - The active mouse joint for dragging dynamic bodies.
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mouseJoint: box2d.b2MouseJoint;
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// Pixel to meter function overrides.
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// Pixel to meter function overrides.
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// mpx: Function;
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// pxm: Function;
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// @property {object} walls - An object containing the 4 wall bodies that bound the physics world.
@@ -135,17 +135,17 @@ declare module Phaser {
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// Returns all bodies (Phaser.Physics.Box2D.Body) found under the given coordinates. Set the onlyOne
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// parameter to true if you only care about finding one body.
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getBodiesAtPoint(x: number, y: number, onlyOne?: boolean, onlyDynamic?: boolean): box2d.b2Body[];
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// If there is a dynamic body under the given point, a mouse joint will be created
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// to drag that body around. Use the mouseDragMove and mouseDragEnd functions to
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// continue the drag action. Any mouse drag already in progress will be canceled.
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mouseDragStart(point: Phaser.Point): void;
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// Updates the target location of the active mouse joint, if there is one. If there
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// is no mouse joint active, this does nothing.
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mouseDragMove(point: Phaser.Point): void;
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mouseDragMove(point: Phaser.Point): void;
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// Ends the active mouse joint if there is one. If there is no mouse joint active, does nothing.
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mouseDragEnd(): void;
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mouseDragEnd(): void;
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// Creates a distance joint.
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distanceJoint(bodyA: Box2D.Body | Phaser.Sprite, bodyB: Box2D.Body | Phaser.Sprite, length?: number,
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ax?: number, ay?: number, bx?: number, by?: number, frequency?: number, damping?: number): box2d.b2DistanceJoint;
@@ -198,7 +198,7 @@ declare module Phaser {
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// Every time you call this method it will destroy any previously created bodies and remove them from the world.
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// Therefore understand it's a very expensive operation and not to be done in a core game update loop.
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convertTilemap(map: Phaser.Tilemap, layer: number | string | Phaser.TilemapLayer, addToWorld?: boolean, optimize?: boolean): Box2D.Body[];
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// Casts a ray and finds intersecting fixtures in the world.
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raycast(x1: number, y1: number, x2: number, y2: number, closestHitOnly?: boolean, filterFunction?: Function): Box2D.RaycastHit[];
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// Finds all fixtures with AABBs overlapping the given area. This does NOT mean
@@ -272,11 +272,11 @@ declare module Phaser {
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EndContact(contact: box2d.b2Contact): void;
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// Common code for begin and end contacts.
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handleContactBeginOrEnd(contact: box2d.b2Contact, begin: boolean): void;
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// This is called after a contact is updated. This allows you to
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// inspect a contact before it goes to the solver. If you are
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// careful, you can modify the contact manifold (e.g. disable contact).
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// This is called after a contact is updated. This allows you to
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// inspect a contact before it goes to the solver. If you are
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// careful, you can modify the contact manifold (e.g. disable contact).
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PreSolve(contact: box2d.b2Contact, oldManifold: box2d.b2Manifold): void;
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// This lets you inspect a contact after the solver is finished.
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// This lets you inspect a contact after the solver is finished.
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PostSolve(contact: box2d.b2Contact, impulse: box2d.b2ContactImpulse): void;
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}
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@@ -315,7 +315,7 @@ declare module Phaser {
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// @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.
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removeNextStep: boolean;
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// Sets a callback to be fired any time a fixture in this Body begins or ends contact with a fixture in the given Body.
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// Sets a callback to be fired any time a fixture in this Body begins or ends contact with a fixture in the given Body.
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setBodyContactCallback(object: Phaser.Sprite | Box2D.Body, callback: Function, callbackContext: any): void;
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// Sets a callback to be fired any time the given fixture begins or ends contact something
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setFixtureContactCallback(fixture: box2d.b2Fixture, callback: Function, callbackContext: any): void;

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