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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} */ /** * 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.SeparateY` and should not be * called directly. * * @function Phaser.Physics.Arcade.ProcessY.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.ProcessY.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.ProcessY.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.ProcessY.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.ProcessY.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.ProcessY.RunImmovableBody2 * @ignore * @since 3.50.0 * * @param {number} blockedState - The block state value. */ export declare const RunImmovableBody2: (blockedState: any) => void; //# sourceMappingURL=ProcessY.d.ts.map