@@ -625,17 +625,24 @@ Phaser.Physics.Arcade.Body.prototype = {
625625
626626 /**
627627 * You can modify the size of the physics Body to be any dimension you need.
628- * So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
629- * is the position of the Body relative to the top-left of the Sprite.
628+ * This allows you to make it smaller, or larger, than the parent Sprite.
629+ * You can also control the x and y offset of the Body. This is the position of the
630+ * Body relative to the top-left of the Sprite _texture_.
630631 *
631- * Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
632- * circle use `setCircle` instead.
632+ * For example: If you have a Sprite with a texture that is 80x100 in size,
633+ * and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
634+ *
635+ * `setSize(32, 32, 24, 34)`
636+ *
637+ * Where the first two parameters is the new Body size (32x32 pixels).
638+ * 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
639+ * is the vertical offset.
633640 *
634641 * @method Phaser.Physics.Arcade.Body#setSize
635642 * @param {number } width - The width of the Body.
636643 * @param {number } height - The height of the Body.
637- * @param {number } [offsetX] - The X offset of the Body from the Sprite position .
638- * @param {number } [offsetY] - The Y offset of the Body from the Sprite position .
644+ * @param {number } [offsetX] - The X offset of the Body from the top-left of the Sprites texture .
645+ * @param {number } [offsetY] - The Y offset of the Body from the top-left of the Sprites texture .
639646 */
640647 setSize : function ( width , height , offsetX , offsetY ) {
641648
@@ -659,47 +666,6 @@ Phaser.Physics.Arcade.Body.prototype = {
659666
660667 } ,
661668
662- /**
663- * Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
664- * The radius is given in pixels and is the distance from the center of the circle to the edge.
665- *
666- * You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
667- *
668- * @method Phaser.Physics.Arcade.Body#setCircle
669- * @param {number } [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
670- * @param {number } [offsetX] - The X offset of the Body from the Sprite position.
671- * @param {number } [offsetY] - The Y offset of the Body from the Sprite position.
672- */
673- setCircle : function ( radius , offsetX , offsetY ) {
674-
675- if ( offsetX === undefined ) { offsetX = this . offset . x ; }
676- if ( offsetY === undefined ) { offsetY = this . offset . y ; }
677-
678- if ( radius > 0 )
679- {
680- this . isCircle = true ;
681- this . radius = radius ;
682-
683- this . sourceWidth = radius * 2 ;
684- this . sourceHeight = radius * 2 ;
685-
686- this . width = this . sourceWidth * this . _sx ;
687- this . height = this . sourceHeight * this . _sy ;
688-
689- this . halfWidth = Math . floor ( this . width / 2 ) ;
690- this . halfHeight = Math . floor ( this . height / 2 ) ;
691-
692- this . offset . setTo ( offsetX , offsetY ) ;
693-
694- this . center . setTo ( this . position . x + this . halfWidth , this . position . y + this . halfHeight ) ;
695- }
696- else
697- {
698- this . isCircle = false ;
699- }
700-
701- } ,
702-
703669 /**
704670 * Resets all Body values (velocity, acceleration, rotation, etc)
705671 *
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