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Fixed class names
1 parent 7269073 commit c6fc61e

3 files changed

Lines changed: 37 additions & 6 deletions

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src/physics/matter-js/MatterImage.js

Lines changed: 16 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ var Vector2 = require('../../math/Vector2');
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* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
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* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
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*
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* @class MatterImage
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* @class Image
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* @extends Phaser.GameObjects.Image
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* @memberOf Phaser.Physics.Matter
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* @constructor
@@ -92,8 +92,23 @@ var MatterImage = new Class({
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this.setSizeToFrame();
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this.setOrigin();
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Image#world
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* @type {Phaser.Physics.Matter.World}
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* @since 3.0.0
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*/
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this.world = world;
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Image#_tempVec2
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.0.0
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*/
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this._tempVec2 = new Vector2(x, y);
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var shape = GetFastValue(options, 'shape', null);

src/physics/matter-js/MatterSprite.js

Lines changed: 16 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -26,7 +26,7 @@ var Vector2 = require('../../math/Vector2');
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* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
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* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
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*
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* @class MatterSprite
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* @class Sprite
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* @extends Phaser.GameObjects.Sprite
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* @memberOf Phaser.Physics.Matter
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* @constructor
@@ -99,8 +99,23 @@ var MatterSprite = new Class({
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this.setSizeToFrame();
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this.setOrigin();
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Image#world
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* @type {Phaser.Physics.Matter.World}
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* @since 3.0.0
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*/
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this.world = world;
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Image#_tempVec2
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.0.0
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*/
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this._tempVec2 = new Vector2(x, y);
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var shape = GetFastValue(options, 'shape', null);

src/physics/matter-js/MatterTileBody.js

Lines changed: 5 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ var Vertices = require('./lib/geometry/Vertices');
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* Note: not all Tiled collision shapes are supported. See
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* Phaser.Physics.Matter.TileBody#setFromTileCollision for more information.
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*
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* @class MatterTileBody
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* @class TileBody
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* @memberOf Phaser.Physics.Matter
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* @constructor
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* @since 3.0.0
@@ -70,7 +70,7 @@ var MatterTileBody = new Class({
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/**
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* The tile object the body is associated with.
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*
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* @name Phaser.Physics.Matter.MatterTileBody#tile
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* @name Phaser.Physics.Matter.TileBody#tile
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* @type {Phaser.GameObjects.Tile}
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* @since 3.0.0
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*/
@@ -79,7 +79,7 @@ var MatterTileBody = new Class({
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/**
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* The Matter world the body exists within.
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*
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* @name Phaser.Physics.Matter.MatterTileBody#world
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* @name Phaser.Physics.Matter.TileBody#world
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* @type {Phaser.Physics.Matter.World}
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* @since 3.0.0
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*/
@@ -97,6 +97,7 @@ var MatterTileBody = new Class({
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// Set the body either from an existing body (if provided), the shapes in the tileset
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// collision layer (if it exists) or a rectangle matching the tile.
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var body = GetFastValue(options, 'body', null);
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var addToWorld = GetFastValue(options, 'addToWorld', true);
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if (!body)
@@ -283,7 +284,7 @@ var MatterTileBody = new Class({
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},
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/**
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* Removes the current body from the MatterTileBody and from the Matter world
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* Removes the current body from the TileBody and from the Matter world
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*
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* @method Phaser.Physics.Matter.TileBody#removeBody
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* @since 3.0.0

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