From adf1a9cdb3f4fadce69fffb40b96c93c9a761cfd Mon Sep 17 00:00:00 2001 From: Is Isilon Date: Sat, 28 Nov 2015 17:28:20 +0800 Subject: [PATCH] Updated help --- src/physics/World.js | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/physics/World.js b/src/physics/World.js index 5b99604..b2ba202 100644 --- a/src/physics/World.js +++ b/src/physics/World.js @@ -1126,7 +1126,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = { * @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach. * @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach. * @param {number} [zSpeedMax=500] - The maximum z velocity the display object can reach. - * @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory. + * @return {number} The angle (in radians). */ accelerateToXYZ: function(displayObject, x, y, z, speed, xSpeedMax, ySpeedMax, zSpeedMax) { @@ -1160,7 +1160,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = { * @param {number} z - The z coordinate to move towards. * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. - * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. + * @return {number} The angle (in radians). */ moveToXYZ: function(displayObject, x, y, z, speed, maxTime) { @@ -1199,7 +1199,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = { * @param {any} destination - The display object to move towards. Can be any object but must have visible x/y/z properties. * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. - * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. + * @return {number} The angle (in radians). */ moveToObject: function (displayObject, destination, speed, maxTime) { @@ -1219,7 +1219,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = { * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec) * @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer. * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms. - * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity. + * @return {number} The angle (in radians). */ moveToPointer: function(displayObject, speed, pointer, maxTime) {