arcade-physics
Version:
Use Arcade Physics without Phaser.
52 lines • 2.68 kB
TypeScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
import { Body } from './Body';
import { StaticBody } from './StaticBody';
import { ArcadePhysicsCallback, ArcadeProcessCallback, CollisionCallback } from './typedefs/types';
import type { World } from './World';
export declare class Factory {
world: World;
scene: any;
sys: any;
/**
* The Arcade Physics Factory allows you to easily create Arcade Physics enabled Game Objects.
* Objects that are created by this Factory are automatically added to the physics world.
*
* @param world The Arcade Physics World instance.
*/
constructor(world: World);
/** Creates a new Dynamic Arcade Body. */
body(x: number, y: number, width?: number, height?: number): Body;
/** Creates a new Static Arcade Physics Body. */
staticBody(x: number, y: number, width?: number, height?: number): StaticBody;
/**
* Creates a new Arcade Physics Collider object.
*
* @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] - The callback to invoke when the two objects collide. Must return a boolean.
* @param [callbackContext] - The scope in which to call the callbacks.
*
* @return The Collider that was created.
*/
collider(body1: Body | StaticBody | Array<Body | StaticBody>, body2: Body | StaticBody | Array<Body | StaticBody>, collideCallback?: CollisionCallback, processCallback?: CollisionCallback, callbackContext?: any): import("./Collider").Collider;
/**
* Creates a new Arcade Physics Collider Overlap object.
*
* @param body1 - The first object to check for overlap.
* @param body2 - The second object to check for overlap.
* @param [collideCallback] - The callback to invoke when the two objects collide.
* @param [processCallback] - The callback to invoke when the two objects collide. Must return a boolean.
* @param [callbackContext] - The scope in which to call the callbacks.
*
* @return The Collider that was created.
*/
overlap(body1: Body | StaticBody | Array<Body | StaticBody>, body2: Body | StaticBody | Array<Body | StaticBody>, collideCallback?: ArcadePhysicsCallback, processCallback?: ArcadeProcessCallback, callbackContext?: any): import("./Collider").Collider;
/** Destroys this Factory. */
destroy(): void;
}
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