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Copy file name to clipboardExpand all lines: src/physics/arcade/ArcadePhysics.js
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@@ -230,7 +230,7 @@ var ArcadePhysics = new Class({
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.
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* @param {*} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if at least one Game Object overlaps another.
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*
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* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
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* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `overlapCallback` will only be called if this callback returns `true`.
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* @param {any} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
Copy file name to clipboardExpand all lines: src/physics/arcade/World.js
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*
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* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
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* @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `overlapCallback` will only be called if this callback returns `true`.
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* @param {any} [callbackContext] - The context in which to run the callbacks.
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*
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* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
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