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* The for the purposes of this function rectangles are considered 'solid'.
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*
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* @method intersectsRectangle
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* @method Phaser.Line.intersectsRectangle
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* @param {Phaser.Line} line - The line to check for intersection with.
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* @param {Phaser.Rectangle|object} rect - The rectangle, or rectangle-like object, to check for intersection with.
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* @return {boolean} True if the line intersects with the rectangle edges, or starts or ends within the rectangle.
@@ -17836,7 +17836,7 @@ Phaser.Group.prototype.updateZ = function () {
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* the `alignTo` method in order to be positioned by this call. All default Phaser Game Objects have
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* this.
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*
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* The grid dimensions are determined by the first four arguments. The `rows` and `columns` arguments
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* The grid dimensions are determined by the first four arguments. The `width` and `height` arguments
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* relate to the width and height of the grid respectively.
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*
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* For example if the Group had 100 children in it:
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*
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* This will align the children into a grid of 25x4, again using 32 pixels per grid cell.
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*
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* You can choose to set _either_ the `rows` or `columns` value to -1. Doing so tells the method
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* You can choose to set _either_ the `width` or `height` value to -1. Doing so tells the method
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* to keep on aligning children until there are no children left. For example if this Group had
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* 48 children in it, the following:
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*
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* `Group.align(-1, 8, 32, 32)`
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*
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* ... will align the children so that there are 8 columns vertically (the second argument),
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* ... will align the children so that there are 8 children vertically (the second argument),
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* and each row will contain 6 sprites, except the last one, which will contain 5 (totaling 48)
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*
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* You can also do:
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* The final argument; `offset` lets you start the alignment from a specific child index.
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*
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* @method Phaser.Group#align
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* @param {integer} rows - The number of rows, or width, of the grid. Set to -1 for a dynamic width.
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* @param {integer} columns - The number of columns, or height, of the grid. Set to -1 for a dynamic height.
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* @param {integer} width - The width of the grid in items (not pixels). Set to -1 for a dynamic width. If -1 then you must set an explicit height value.
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* @param {integer} height - The height of the grid in items (not pixels). Set to -1 for a dynamic height. If -1 then you must set an explicit width value.
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* @param {integer} cellWidth - The width of each grid cell, in pixels.
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* @param {integer} cellHeight - The height of each grid cell, in pixels.
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* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
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* @param {integer} [offset=0] - Optional index to start the alignment from. Defaults to zero, the first child in the Group, but can be set to any valid child index value.
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* @return {boolean} True if the Group children were aligned, otherwise false.
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*/
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Phaser.Group.prototype.align = function (rows, columns, cellWidth, cellHeight, position, offset) {
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Phaser.Group.prototype.align = function (width, height, cellWidth, cellHeight, position, offset) {
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if (position === undefined) { position = Phaser.TOP_LEFT; }
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
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*
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* @method Phaser.Loader#audiosprite
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* @method Phaser.Loader#audioSprite
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* @param {string} key - Unique asset key of the audio file.
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* @param {Array|string} urls - An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL.
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* @param {string} [jsonURL=null] - The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null.
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