arcade-physics
Version:
Use Arcade Physics without Phaser.
39 lines • 1.45 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.FACING = exports.PHYSICS_TYPE = void 0;
/** Physics Types */
var PHYSICS_TYPE;
(function (PHYSICS_TYPE) {
/** Dynamic Body. */
PHYSICS_TYPE[PHYSICS_TYPE["DYNAMIC_BODY"] = 0] = "DYNAMIC_BODY";
/** Static Body. */
PHYSICS_TYPE[PHYSICS_TYPE["STATIC_BODY"] = 1] = "STATIC_BODY";
/** Arcade Physics Group containing Dynamic Bodies. */
PHYSICS_TYPE[PHYSICS_TYPE["GROUP"] = 2] = "GROUP";
/** A Tilemap Layer. */
PHYSICS_TYPE[PHYSICS_TYPE["TILEMAPLAYER"] = 3] = "TILEMAPLAYER";
})(PHYSICS_TYPE = exports.PHYSICS_TYPE || (exports.PHYSICS_TYPE = {}));
/** Facing direction. */
var FACING;
(function (FACING) {
/** Facing no direction (initial value). */
FACING[FACING["FACING_NONE"] = 10] = "FACING_NONE";
/** Facing up. */
FACING[FACING["FACING_UP"] = 11] = "FACING_UP";
/** Facing down. */
FACING[FACING["FACING_DOWN"] = 12] = "FACING_DOWN";
/** Facing left. */
FACING[FACING["FACING_LEFT"] = 13] = "FACING_LEFT";
/** Facing right. */
FACING[FACING["FACING_RIGHT"] = 14] = "FACING_RIGHT";
})(FACING = exports.FACING || (exports.FACING = {}));
exports.default = {
PHYSICS_TYPE,
FACING
};
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