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synced 2026-07-20 12:30:48 +08:00
Fixed some doc typos.
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
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+13
-2
@@ -21,8 +21,9 @@
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* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
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* @param {boolean} [antialias=true] - Anti-alias graphics.
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* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
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*/
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Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
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Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {
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/**
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* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
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@@ -34,6 +35,11 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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*/
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this.config = null;
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/**
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* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
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*/
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this.physicsConfig = physicsConfig;
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/**
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* @property {HTMLElement} parent - The Games DOM parent.
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* @default
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@@ -339,6 +345,11 @@ Phaser.Game.prototype = {
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this.antialias = config['antialias'];
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}
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if (config['physicsConfig'])
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{
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this.physicsConfig = config['physicsConfig'];
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}
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var state = null;
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if (config['state'])
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@@ -435,7 +446,7 @@ Phaser.Game.prototype = {
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this.tweens = new Phaser.TweenManager(this);
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this.input = new Phaser.Input(this);
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this.sound = new Phaser.SoundManager(this);
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this.physics = new Phaser.Physics.World(this);
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this.physics = new Phaser.Physics.World(this, this.physicsConfig);
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this.particles = new Phaser.Particles(this);
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this.plugins = new Phaser.PluginManager(this, this);
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this.net = new Phaser.Net(this);
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