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Docs update (phaserjs#1967)
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README.md

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@@ -276,11 +276,12 @@ If you are an exceptional JavaScript developer and would like to join the Phaser
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* Sprite (and all Game Objects) have a new argument in their destroy method: `destroyTexture`. This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the `destroyTexture` argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown (#2261)
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* The Health Game Object component has a new method: `setHealth` which allows you to set the exact health amount. This is now used by the `revive` function.
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* Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811)
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* The Grunt script has been updated to enhance the intro / outro and Pixi defaults. Pixi has been split into intro / outro and main blocks, so you can exclude its intro cleanly. The excludes are now bound, so if you exclude the Phaser UMD it will do the same for Pixi as well (thanks @spayton #2192)
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### Updates
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* TypeScript definitions fixes and updates (thanks @clark-stevenson @zimpy @iamfreee @milkey-mouse @juanmirod @danzel @staff0rd @sanchopancho13)
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* Docs typo fixes (thanks @zeterain @staff0rd @milkey-mouse @dick-clark @nlotz @s4wny @jonjanisch @Alaxe @cdelstad @tsphillips @rblopes)
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* Docs typo fixes (thanks @zeterain @staff0rd @milkey-mouse @dick-clark @nlotz @s4wny @jonjanisch @Alaxe @cdelstad @tsphillips @rblopes @vrecluse)
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* Emitter methods `at`, `explode`, `flow`, `kill`, `revive`, `setAlpha`, `setRotation`, `setScale`, `setSize`, `setXSpeed`, `setYSpeed` and `start` now return the Emitter instance for better method chaining (thanks @samme #2308)
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* Tilemap.hasTile will now return `false` if the Tile doesn't exist in the coordinates given (which can happen if the coordinates are out of bounds) (thanks @cy-ryo-fujiwara #2304)
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* Update FrameData to check if both the numeric index was set and exists. Should fix Phaser Tiled integration as a result (thanks @Weedshaker #2298)

src/physics/p2/Body.js

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@@ -548,7 +548,7 @@ Phaser.Physics.P2.Body.prototype = {
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* period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.
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*
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* @method Phaser.Physics.P2.Body#applyImpulseLocal
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* @param {Float32Array|Array} impulse - The impulse vector to add, oriented in world space.
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* @param {Float32Array|Array} impulse - The impulse vector to add, oriented in local space.
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* @param {number} localX - A local point on the body.
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* @param {number} localY - A local point on the body.
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*/

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