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* @param {(Phaser.Types.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {Phaser.Types.Input.HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
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* @param {(Phaser.Types.Input.InputConfiguration|any)} [hitArea] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.
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* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.
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* @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
Copy file name to clipboardExpand all lines: src/gameobjects/zone/Zone.js
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* @method Phaser.GameObjects.Zone#setDropZone
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* @since 3.0.0
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*
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* @param {object} shape - A Geometry shape instance, such as Phaser.Geom.Ellipse, or your own custom shape.
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* @param {Phaser.Types.Input.HitAreaCallback} callback - A function that will return `true` if the given x/y coords it is sent are within the shape.
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* @param {object} hitArea - A Geometry shape instance, such as Phaser.Geom.Ellipse, or your own custom shape.
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* @param {Phaser.Types.Input.HitAreaCallback} hitAreaCallback - A function that will return `true` if the given x/y coords it is sent are within the shape.
Copy file name to clipboardExpand all lines: src/input/InputPlugin.js
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to be enabled for input.
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* @param {(Phaser.Types.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The 'contains' function to invoke to check if the pointer is within the hit area.
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* @param {(Phaser.Types.Input.InputConfiguration|any)} [hitArea] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {Phaser.Types.Input.HitAreaCallback} [hitAreaCallback] - The 'contains' function to invoke to check if the pointer is within the hit area.
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* @param {boolean} [dropZone=false] - Is this Game Object a drop zone or not?
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* @since 3.0.0
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*
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set the hit area on.
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* @param {(Phaser.Types.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The 'contains' function to invoke to check if the pointer is within the hit area.
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* @param {(Phaser.Types.Input.InputConfiguration|any)} [hitArea] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {Phaser.Types.Input.HitAreaCallback} [hitAreaCallback] - The 'contains' function to invoke to check if the pointer is within the hit area.
Copy file name to clipboardExpand all lines: src/input/typedefs/InputConfiguration.js
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* @since 3.0.0
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*
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* @property {any} [hitArea] - The object / shape to use as the Hit Area. If not given it will try to create a Rectangle based on the texture frame.
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* @property {function} [hitAreaCallback] - The callback that determines if the pointer is within the Hit Area shape or not.
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* @property {Phaser.Types.Input.HitAreaCallback} [hitAreaCallback] - The callback that determines if the pointer is within the Hit Area shape or not.
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* @property {boolean} [draggable=false] - If `true` the Interactive Object will be set to be draggable and emit drag events.
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* @property {boolean} [dropZone=false] - If `true` the Interactive Object will be set to be a drop zone for draggable objects.
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* @property {boolean} [useHandCursor=false] - If `true` the Interactive Object will set the `pointer` hand cursor when a pointer is over it. This is a short-cut for setting `cursor: 'pointer'`.
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