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:
photonstorm
2014-02-19 03:51:48 +00:00
parent d057a9fe11
commit 08e5f18257
7 changed files with 102 additions and 56 deletions
+6
View File
@@ -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);
}