Updated docs - they now actually list the new body methods :)

This commit is contained in:
photonstorm
2014-02-21 15:37:26 +00:00
parent 7ee0c20bb3
commit e9e5bf9436
192 changed files with 51286 additions and 4396 deletions
+69 -4
View File
@@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -487,7 +523,7 @@ Phaser.Math = {
/**
* a is fuzzyLessThan b if it is less than b + &epsilon;.
* @method Phaser.Math#fuzzyEqual
* @method Phaser.Math#fuzzyLessThan
* @param {number} a
* @param {number} b
* @param {number} epsilon
@@ -1265,7 +1301,6 @@ Phaser.Math = {
* @param {number} angle - The angle value to check. Must be between -180 and +180.
* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
* @param {number} max - The maximum angle that is allowed (must be 180 or less).
*
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
*/
angleLimit: function (angle, min, max) {
@@ -1754,7 +1789,9 @@ Phaser.Math = {
* @return {number} The scaled value.
*/
p2px: function (v) {
return v *= -20;
return v *= 20;
},
/**
@@ -1765,7 +1802,35 @@ Phaser.Math = {
* @return {number} The scaled value.
*/
px2p: function (v) {
return v * 0.05;
},
/**
* Convert p2 physics value (meters) to pixel scale and inverses it.
*
* @method Phaser.Math#p2pxi
* @param {number} v - The value to convert.
* @return {number} The scaled value.
*/
p2pxi: function (v) {
return v *= -20;
},
/**
* Convert pixel value to p2 physics scale (meters) and inverses it.
*
* @method Phaser.Math#px2pi
* @param {number} v - The value to convert.
* @return {number} The scaled value.
*/
px2pi: function (v) {
return v * -0.05;
},
/**
@@ -1826,7 +1891,7 @@ Phaser.Math = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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