From f0bc67c53c838ca7b0688fd22b05a2688163208c Mon Sep 17 00:00:00 2001 From: Justin Calleja Date: Tue, 4 Mar 2025 21:51:25 +0100 Subject: [PATCH] use overlapCallback for overlap named methods --- src/physics/arcade/ArcadePhysics.js | 10 +++++----- src/physics/arcade/World.js | 6 +++--- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js index 71fcb67c19..a7d146e7e2 100644 --- a/src/physics/arcade/ArcadePhysics.js +++ b/src/physics/arcade/ArcadePhysics.js @@ -230,7 +230,7 @@ var ArcadePhysics = new Class({ * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object or array of objects to check. * @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} [object2] - The second object or array of objects to check, or `undefined`. * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap. - * @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`. + * @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`. * @param {*} [callbackContext] - The context in which to run the callbacks. * * @return {boolean} True if at least one Game Object overlaps another. @@ -338,15 +338,15 @@ var ArcadePhysics = new Class({ * * @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision. * @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against. - * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap. - * @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`. + * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap. + * @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`. * @param {any} [callbackContext] - The context in which to run the callbacks. * * @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated. */ - overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext) + overlapTiles: function (sprite, tiles, overlapCallback, processCallback, callbackContext) { - return this.world.overlapTiles(sprite, tiles, collideCallback, processCallback, callbackContext); + return this.world.overlapTiles(sprite, tiles, overlapCallback, processCallback, callbackContext); }, /** diff --git a/src/physics/arcade/World.js b/src/physics/arcade/World.js index 6b719eb3b3..22ecde9720 100644 --- a/src/physics/arcade/World.js +++ b/src/physics/arcade/World.js @@ -2254,13 +2254,13 @@ var World = new Class({ * * @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision. * @param {Phaser.Tilemaps.Tile[]} tiles - An array of Tiles to check for collision against. - * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects overlap. - * @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`. + * @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} [overlapCallback] - An optional callback function that is called if the objects overlap. + * @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`. * @param {any} [callbackContext] - The context in which to run the callbacks. * * @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated. */ - overlapTiles: function (sprite, tiles, collideCallback, processCallback, callbackContext) + overlapTiles: function (sprite, tiles, overlapCallback, processCallback, callbackContext) { if (tiles.length === 0 || (sprite.body && !sprite.body.enable) || (sprite.isBody && !sprite.enable)) {