code: function() {
          var components = arguments;
          var i = 0;
          var collisionData;
  
          if (components.length === 0) {
              for (collisionData in this._collisionData) {
                  this._collisionData[collisionData].occurring = false;
              }
          }
  
          if (components.length === 1) {
              components = components[0].split(/\s*,\s*/);
          }
  
          for (; i < components.length; ++i) {
              var component = components[i];
              collisionData = this._collisionData[component];
  
              if (collisionData === undefined) {
                  continue;
              }
  
              collisionData.occurring = false;
          }
  
          return this;
      }
docs: @
  #.resetHitChecks
  @comp Collision
  @kind Method
  
  @sign public this .resetHitChecks()
  @sign public this .resetHitChecks(String componentList)
  @param componentList - A comma seperated list of components to re-check
  for collisions with.
  @sign public this .resetHitChecks(String component1[, .., String componentN])
  @param component# - A component to re-check for collisions with.
  
  Causes collision events to be received for collisions that are already
  taking place (normally, an additional event would not fire before said
  collisions cease and happen another time).
  If called without arguments, this method will cause all collision checks on the
  entity to fire events once more. To re-check for collisions with specific
  components, specify the components as a comma separated string or as
  a set of arguments.
  
  Calling this method with component names for which there are no collision
  checks has no effect.
  
  @example
  ~~~
  // this example fires the HitOn event each frame the collision with the Solid entity is active, instead of just the first time the collision occurs.
  Crafty.e("2D, Collision")
  .checkHits('Solid')
  .bind("HitOn", function(hitData) {
  Crafty.log("Collision with Solid entity was reported in this frame again!");
  this.resetHitChecks('Solid'); // fire the HitOn event in the next frame also, if the collision is still active.
  })
  ~~~