diff --git a/src/physics/Body.js b/src/physics/Body.js index cf165f72..b0a37ed7 100644 --- a/src/physics/Body.js +++ b/src/physics/Body.js @@ -58,6 +58,11 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) { */ this.force = new Phaser.Physics.PointProxy(this.data.force); + /** + * @property {Phaser.Point} gravity - A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented. + */ + this.gravity = new Phaser.Point(); + // this.onAdded = new Phaser.Signal(); // this.onRemoved = new Phaser.Signal(); @@ -325,6 +330,15 @@ Phaser.Physics.Body.prototype = { }, + /** + * Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished. + * + * @method Phaser.Physics.Body#preUpdate + * @protected + */ + preUpdate: function () { + }, + /** * Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished. * @@ -508,7 +522,7 @@ Phaser.Physics.Body.prototype = { * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians. * @return {p2.Plane} The Plane shape that was added to the Body. */ - addPlane: function (width, height, offsetX, offsetY, rotation) { + addPlane: function (offsetX, offsetY, rotation) { var shape = new p2.Plane(); @@ -525,7 +539,7 @@ Phaser.Physics.Body.prototype = { * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians. * @return {p2.Particle} The Particle shape that was added to the Body. */ - addParticle: function (width, height, offsetX, offsetY, rotation) { + addParticle: function (offsetX, offsetY, rotation) { var shape = new p2.Particle();