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// Velocity is given in pixels per second. Therefore a velocity of
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// 100 will move at a rate of 100 pixels every 1000 ms (1sec). It's not balls-on
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// accurate due to the way timers work, but it's pretty close. Expect tolerance
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// of +- 10 px. Also that speed assumes no drag
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publicvelocity: MicroPoint;
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publicmass: number;
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publicelasticity: number;
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publicacceleration: Point;
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publicdrag: Point;
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publicmaxVelocity: Point;
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publicacceleration: MicroPoint;
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publicdrag: MicroPoint;
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publicmaxVelocity: MicroPoint;
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publicangularVelocity: number;
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publicangularAcceleration: number;
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publicangularDrag: number;
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publicmaxAngular: number;
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publicscrollFactor: Point;
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publicscrollFactor: MicroPoint;
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publichealth: number;
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publicmoves: bool=true;
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publictouching: number;
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publicwasTouching: number;
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publicallowCollisions: number;
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publiclast: Point;
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publiclast: MicroPoint;
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// Input
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publicinputEnabled: bool=false;
@@ -123,9 +142,6 @@ module Phaser {
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}
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privateupdateInput(){
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}
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privateupdateMotion(){
@@ -215,7 +231,7 @@ module Phaser {
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/**
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* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>Group</code>?
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* This is distinct from overlapsPoint(), which just checks that ponumber, rather than taking the object's size numbero account.
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* This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size numbero account.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
@@ -283,13 +299,13 @@ module Phaser {
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}
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/**
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* Checks to see if a ponumber in 2D world space overlaps this <code>GameObject</code> object.
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* Checks to see if a point in 2D world space overlaps this <code>GameObject</code>.
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*
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* @param Point The ponumber in world space you want to check.
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* @param Point The point in world space you want to check.
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* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap.
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the ponumber overlaps this object.
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* @return Whether or not the point overlaps this object.
* Check and see if this object is currently on screen.
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*
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether the object is on screen or not.
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*/
@@ -336,15 +352,15 @@ module Phaser {
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* Call this to figure out the on-screen position of the object.
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*
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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* @param Point Takes a <code>Point</code> object and assigns the post-scrolled X and Y values of this object to it.
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* @param Point Takes a <code>MicroPoint</code> object and assigns the post-scrolled X and Y values of this object to it.
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*
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* @return The <code>Point</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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* @return The <code>MicroPoint</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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