arcade-physics
Version:
Use Arcade Physics without Phaser.
28 lines • 1.52 kB
TypeScript
import { Body } from '../Body';
import { StaticBody } from '../StaticBody';
import { World } from '../World';
/**
* This method will search the given rectangular area and return an array of all physics bodies that
* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
*
* A body only has to intersect with the search area to be considered, it doesn't have to be fully
* contained within it.
*
* If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast,
* otherwise the search is O(N) for Dynamic Bodies.
*
* @function Phaser.Physics.Arcade.Components.OverlapRect
* @since 3.17.0
*
* @param {number} x - The top-left x coordinate of the area to search within.
* @param {number} y - The top-left y coordinate of the area to search within.
* @param {number} width - The width of the area to search within.
* @param {number} height - The height of the area to search within.
* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
*
* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
*/
declare const OverlapRect: (world: World, x: number, y: number, width: number, height: number, includeDynamic?: boolean, includeStatic?: boolean) => Array<Body | StaticBody>;
export default OverlapRect;
//# sourceMappingURL=OverlapRect.d.ts.map