@@ -23,7 +23,7 @@ var World = require('./World');
2323 * It also holds some useful methods for moving and rotating Arcade Physics Bodies.
2424 *
2525 * You can access it from within a Scene using `this.physics`.
26- *
26+ *
2727 * Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable
2828 * for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other.
2929 * The separation that stops two objects penetrating may create a new penetration against a different object. If you
@@ -186,7 +186,7 @@ var ArcadePhysics = new Class({
186186 * If two Groups or arrays are passed, each member of one will be tested against each member of the other.
187187 *
188188 * If **only** one Group is passed (as `object1`), each member of the Group will be collided against the other members.
189- *
189+ *
190190 * If **only** one Array is passed, the array is iterated and every element in it is tested against the others.
191191 *
192192 * Two callbacks can be provided. The `collideCallback` is invoked if a collision occurs and the two colliding
@@ -221,15 +221,15 @@ var ArcadePhysics = new Class({
221221
222222 /**
223223 * This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects.
224- *
224+ *
225225 * You should generally use the `collide` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
226226 * tile filtering and culling for you, as well as handle the interesting face collision automatically.
227- *
227+ *
228228 * This method is offered for those who would like to check for collision with specific Tiles in a layer, without
229229 * having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions
230230 * on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
231231 * you should filter them before passing them to this method.
232- *
232+ *
233233 * Important: Use of this method skips the `interesting faces` system that Tilemap Layers use. This means if you have
234234 * say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the
235235 * tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on
@@ -254,10 +254,10 @@ var ArcadePhysics = new Class({
254254
255255 /**
256256 * This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects.
257- *
257+ *
258258 * You should generally use the `overlap` method instead, with a Sprite vs. a Tilemap Layer, as that will perform
259259 * tile filtering and culling for you, as well as handle the interesting face collision automatically.
260- *
260+ *
261261 * This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without
262262 * having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap
263263 * tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method,
@@ -368,7 +368,7 @@ var ArcadePhysics = new Class({
368368
369369 /**
370370 * Finds the Dynamic Body closest to a source point or object.
371- *
371+ *
372372 * If two or more bodies are the exact same distance from the source point, only the first body
373373 * is returned.
374374 *
@@ -390,7 +390,7 @@ var ArcadePhysics = new Class({
390390
391391 bodies . iterate ( function ( target )
392392 {
393- var distance = DistanceSquared ( x , y , target . x , target . y ) ;
393+ var distance = DistanceSquared ( x , y , target . center . x , target . center . y ) ;
394394
395395 if ( distance < min )
396396 {
@@ -405,7 +405,7 @@ var ArcadePhysics = new Class({
405405
406406 /**
407407 * Finds the Dynamic Body farthest from a source point or object.
408- *
408+ *
409409 * If two or more bodies are the exact same distance from the source point, only the first body
410410 * is returned.
411411 *
@@ -427,7 +427,7 @@ var ArcadePhysics = new Class({
427427
428428 bodies . iterate ( function ( target )
429429 {
430- var distance = DistanceSquared ( x , y , target . x , target . y ) ;
430+ var distance = DistanceSquared ( x , y , target . center . x , target . center . y ) ;
431431
432432 if ( distance > max )
433433 {
@@ -545,10 +545,10 @@ var ArcadePhysics = new Class({
545545 /**
546546 * This method will search the given rectangular area and return an array of all physics bodies that
547547 * overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
548- *
548+ *
549549 * A body only has to intersect with the search area to be considered, it doesn't have to be fully
550550 * contained within it.
551- *
551+ *
552552 * If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast,
553553 * otherwise the search is O(N) for Dynamic Bodies.
554554 *
@@ -568,7 +568,7 @@ var ArcadePhysics = new Class({
568568 {
569569 return OverlapRect ( this . world , x , y , width , height , includeDynamic , includeStatic ) ;
570570 } ,
571-
571+
572572 /**
573573 * The Scene that owns this plugin is shutting down.
574574 * We need to kill and reset all internal properties as well as stop listening to Scene events.
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