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* If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string.
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*
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* @method Phaser.BitmapData#load
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|HTMLCanvasElement|string} source - The object that will be used to populate this BitmapData. If you give a string it will try and find the Image in the Game.Cache first.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} source - The object that will be used to populate this BitmapData. If you give a string it will try and find the Image in the Game.Cache first.
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* @return {Phaser.BitmapData} This BitmapData object for method chaining.
* You can use the more friendly methods like `copyRect` and `draw` to avoid having to remember them all.
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*
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* @method Phaser.BitmapData#copy
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|HTMLCanvasElement|string} [source] - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} [source] - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself.
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* @param {number} [x=0] - The x coordinate representing the top-left of the region to copy from the source image.
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* @param {number} [y=0] - The y coordinate representing the top-left of the region to copy from the source image.
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* @param {number} [width] - The width of the region to copy from the source image. If not specified it will use the full source image width.
* Copies the area defined by the Rectangle parameter from the source image to this BitmapData at the given location.
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*
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* @method Phaser.BitmapData#copyRect
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|string} source - The Image to copy from. If you give a string it will try and find the Image in the Game.Cache.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|string} source - The Image to copy from. If you give a string it will try and find the Image in the Game.Cache.
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* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
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* @param {number} x - The destination x coordinate to copy the image to.
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* @param {number} y - The destination y coordinate to copy the image to.
* Draws the image onto this BitmapData using an image as an alpha mask.
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*
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* @method Phaser.BitmapData#alphaMask
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|HTMLCanvasElement|string} source - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|HTMLCanvasElement|string} [mask] - The object to be used as the mask. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. If you don't provide a mask it will use this BitmapData as the mask.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} source - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} [mask] - The object to be used as the mask. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. If you don't provide a mask it will use this BitmapData as the mask.
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* @param {Phaser.Rectangle} [sourceRect] - A Rectangle where x/y define the coordinates to draw the Source image to and width/height define the size.
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* @param {Phaser.Rectangle} [maskRect] - A Rectangle where x/y define the coordinates to draw the Mask image to and width/height define the size.
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* @return {Phaser.BitmapData} This BitmapData object for method chaining.
Copy file name to clipboardExpand all lines: src/physics/p2/Body.js
+2-2Lines changed: 2 additions & 2 deletions
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@@ -61,12 +61,12 @@ Phaser.Physics.P2.Body = function (game, sprite, x, y, mass) {
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this.data.parent=this;
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/**
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* @property {Phaser.InversePointProxy} velocity - The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.
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* @property {Phaser.Physics.P2.InversePointProxy} velocity - The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.
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