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arcade-physics

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ import type { Body } from './Body'; import type { StaticBody } from './StaticBody'; import { ArcadePhysicsCallback, ArcadeProcessCallback } from './typedefs/types'; import type { World } from './World'; export declare class Collider { world: World; overlapOnly: boolean; body1: Body | StaticBody | Array<Body | StaticBody>; body2: Body | StaticBody | Array<Body | StaticBody>; collideCallback: ArcadePhysicsCallback; processCallback: ArcadeProcessCallback; callbackContext: any; /** The name of the collider (unused by Phaser). */ name: string; /** Whether the collider is active. */ active: boolean; /** * An Arcade Physics Collider will automatically check for collision, or overlaps, between two objects * every step. If a collision, or overlap, occurs it will invoke the given callbacks. * * @param world The world in which the bodies will collide. * @param overlapOnly Whether to check for collisions or overlaps. * @param body1 The first object to check for collision. * @param body2 The second object to check for collision. * @param collideCallback The callback to invoke when the two objects collide. * @param processCallback If a processCallback exists it must return true or collision checking will be skipped. * @param callbackContext The context the collideCallback and processCallback will run in. */ constructor(world: World, overlapOnly: boolean, body1: Body | StaticBody | Array<Body | StaticBody>, body2: Body | StaticBody | Array<Body | StaticBody>, collideCallback: ArcadePhysicsCallback, processCallback: ArcadeProcessCallback, callbackContext: any); /** * A name for the Collider. * * Phaser does not use this value, it's for your own reference. */ setName(name: string): this; /** Called by World as part of its step processing, initial operation of collision checking. */ private update; /** Removes Collider from World and disposes of its resources. */ destroy(): void; } //# sourceMappingURL=Collider.d.ts.map