mirror of
https://github.com/wassname/phaser.git
synced 2026-07-27 11:25:30 +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.
This commit is contained in:
@@ -76,6 +76,8 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
|
||||
*/
|
||||
this.collidesWith = [];
|
||||
|
||||
|
||||
|
||||
// this.onAdded = new Phaser.Signal();
|
||||
// this.onRemoved = new Phaser.Signal();
|
||||
|
||||
@@ -83,6 +85,10 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
|
||||
if (sprite)
|
||||
{
|
||||
this.setRectangleFromSprite(sprite);
|
||||
|
||||
// Default collision mask
|
||||
// this.data.shapes[0].collisionMask = this.game.physics.boundsCollisionGroup.mask;
|
||||
|
||||
this.game.physics.addBody(this);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user