arcade-physics
Version:
Use Arcade Physics without Phaser.
78 lines • 2.52 kB
TypeScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Sets all of the local processing values and calculates the velocity exchanges.
*
* Then runs `BlockCheck` and returns the value from it.
*
* This method is called by `Phaser.Physics.Arcade.SeparateX` and should not be
* called directly.
*
* @function Phaser.Physics.Arcade.ProcessX.Set
* @ignore
* @since 3.50.0
*
* @param {Phaser.Physics.Arcade.Body} b1 - The first Body to separate.
* @param {Phaser.Physics.Arcade.Body} b2 - The second Body to separate.
* @param {number} ov - The overlap value.
*
* @return {number} The BlockCheck result. 0 = not blocked. 1 = Body 1 blocked. 2 = Body 2 blocked.
*/
export declare const Set: (b1: any, b2: any, ov: any) => 2 | 0 | 1;
/**
* Blocked Direction checks, because it doesn't matter if an object can be pushed
* or not, blocked is blocked.
*
* @function Phaser.Physics.Arcade.ProcessX.BlockCheck
* @ignore
* @since 3.50.0
*
* @return {number} The BlockCheck result. 0 = not blocked. 1 = Body 1 blocked. 2 = Body 2 blocked.
*/
export declare const BlockCheck: () => 2 | 0 | 1;
/**
* The main check function. Runs through one of the four possible tests and returns the results.
*
* @function Phaser.Physics.Arcade.ProcessX.Check
* @ignore
* @since 3.50.0
*
* @return {boolean} `true` if a check passed, otherwise `false`.
*/
export declare const Check: () => boolean;
/**
* The main check function. Runs through one of the four possible tests and returns the results.
*
* @function Phaser.Physics.Arcade.ProcessX.Run
* @ignore
* @since 3.50.0
*
* @param {number} side - The side to test. As passed in by the `Check` function.
*
* @return {boolean} Always returns `true`.
*/
export declare const Run: (side: any) => boolean;
/**
* This function is run when Body1 is Immovable and Body2 is not.
*
* @function Phaser.Physics.Arcade.ProcessX.RunImmovableBody1
* @ignore
* @since 3.50.0
*
* @param {number} blockedState - The block state value.
*/
export declare const RunImmovableBody1: (blockedState: any) => void;
/**
* This function is run when Body2 is Immovable and Body1 is not.
*
* @function Phaser.Physics.Arcade.ProcessX.RunImmovableBody2
* @ignore
* @since 3.50.0
*
* @param {number} blockedState - The block state value.
*/
export declare const RunImmovableBody2: (blockedState: any) => void;
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