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* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} gameObjects - An array of Game Objects to set as having an ellipse hit area.
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having an ellipse hit area.
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* @param {number} x - The center of the ellipse.
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* @param {number} y - The center of the ellipse.
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* @param {number} width - The width of the ellipse.
@@ -1134,7 +1134,7 @@ var InputPlugin = new Class({
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} gameObjects - An array of Game Objects to set as having an ellipse hit area.
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having an ellipse hit area.
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* @param {HitAreaCallback} [callback] - The hit area callback. If undefined it uses Rectangle.Contains.
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*
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* @return {Phaser.Input.InputPlugin} This InputPlugin object.
@@ -1184,7 +1184,7 @@ var InputPlugin = new Class({
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} gameObjects - An array of Game Objects to set as having a rectangular hit area.
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having a rectangular hit area.
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* @param {number} x - The top-left of the rectangle.
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* @param {number} y - The top-left of the rectangle.
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* @param {number} width - The width of the rectangle.
@@ -1208,7 +1208,7 @@ var InputPlugin = new Class({
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} gameObjects - An array of Game Objects to set as having a triangular hit area.
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having a triangular hit area.
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* @param {number} x1 - The x coordinate of the first point of the triangle.
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* @param {number} y1 - The y coordinate of the first point of the triangle.
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* @param {number} x2 - The x coordinate of the second point of the triangle.
* @param {Phaser.GameObjects.GameObject|array} object1 - The first object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {Phaser.GameObjects.GameObject|array} object2 - The second object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {(Phaser.GameObjects.GameObject|array)} object1 - The first object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {(Phaser.GameObjects.GameObject|array)} object2 - The second object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {ArcadePhysicsCallback} [overlapCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.
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* @param {ArcadePhysicsCallback} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.
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* @param {object} [callbackContext] - The context in which to run the callbacks.
@@ -165,8 +165,8 @@ var ArcadePhysics = new Class({
* @param {Phaser.GameObjects.GameObject|array} object1 - The first object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {Phaser.GameObjects.GameObject|array} object2 - The second object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {(Phaser.GameObjects.GameObject|array)} object1 - The first object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {(Phaser.GameObjects.GameObject|array)} object2 - The second object or array of objects to check. Can be any Game Object that has an Arcade Physics Body.
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* @param {ArcadePhysicsCallback} [collideCallback=null] - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.
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* @param {ArcadePhysicsCallback} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {object} [callbackContext] - The context in which to run the callbacks.
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