@dill-pixel/plugin-snap-physics
Version:
Snap Physics
27 lines • 1.08 kB
TypeScript
import { Actor } from './Actor';
import { Entity } from './Entity';
import { Collision, EntityType } from './types';
export declare class Sensor<T = any> extends Actor<T> {
type: string;
isSensor: boolean;
isColliding: boolean;
/**
* Types of entities that can pass through this sensor without triggering a collision
* All actors by default, so sensors can still be pushed by and ride on solids,
* but we don't check collisions with other actors in the moveX and moveY methods
* You can call "resolveAllCollisions" to still resolve collisions for actors,
* but not have this sensor be "pushed" by them
*/
passThroughTypes: EntityType[];
getCollideables<T extends Entity = Entity>(): Set<T>;
added(): void;
removed(): void;
fixedUpdate(_deltaTime?: number): void;
/**
* Resolve all collisions for this sensor
* ignores passThroughTypes
*/
resolveAllCollisions(): null | Collision[];
getOuterCollisions(collideables?: Set<Entity<any>>): Collision[];
}
//# sourceMappingURL=Sensor.d.ts.map