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arcade-physics

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"use strict"; /** * @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.default = { /** * The Arcade Physics World Collide Event. * * This event is dispatched by an Arcade Physics World instance if two bodies collide _and_ at least * one of them has their [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to `true`. * * It provides an alternative means to handling collide events rather than using the callback approach. * * Listen to it from a Scene using: `this.physics.world.on('collide', listener)`. * * Please note that 'collide' and 'overlap' are two different things in Arcade Physics. * * @param {Phaser.GameObjects.GameObject} gameObject1 - The first Game Object involved in the collision. This is the parent of `body1`. * @param {Phaser.GameObjects.GameObject} gameObject2 - The second Game Object involved in the collision. This is the parent of `body2`. * @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body1 - The first Physics Body involved in the collision. * @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body2 - The second Physics Body involved in the collision. */ COLLIDE: 'collide', /** * The Arcade Physics World Overlap Event. * * This event is dispatched by an Arcade Physics World instance if two bodies overlap _and_ at least * one of them has their [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to `true`. * * It provides an alternative means to handling overlap events rather than using the callback approach. * * Listen to it from a Scene using: `this.physics.world.on('overlap', listener)`. * * Please note that 'collide' and 'overlap' are two different things in Arcade Physics. * * @event Phaser.Physics.Arcade.Events#OVERLAP * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject1 - The first Game Object involved in the overlap. This is the parent of `body1`. * @param {Phaser.GameObjects.GameObject} gameObject2 - The second Game Object involved in the overlap. This is the parent of `body2`. * @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body1 - The first Physics Body involved in the overlap. * @param {Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody} body2 - The second Physics Body involved in the overlap. */ OVERLAP: 'overlap', /** * The Arcade Physics World Pause Event. * * This event is dispatched by an Arcade Physics World instance when it is paused. * * Listen to it from a Scene using: `this.physics.world.on('pause', listener)`. * * @event Phaser.Physics.Arcade.Events#PAUSE * @since 3.0.0 */ PAUSE: 'pause', /** * The Arcade Physics World Resume Event. * * This event is dispatched by an Arcade Physics World instance when it resumes from a paused state. * * Listen to it from a Scene using: `this.physics.world.on('resume', listener)`. * * @event Phaser.Physics.Arcade.Events#RESUME * @since 3.0.0 */ RESUME: 'resume', /** * The Arcade Physics Tile Collide Event. * * This event is dispatched by an Arcade Physics World instance if a body collides with a Tile _and_ * has its [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to `true`. * * It provides an alternative means to handling collide events rather than using the callback approach. * * Listen to it from a Scene using: `this.physics.world.on('tilecollide', listener)`. * * Please note that 'collide' and 'overlap' are two different things in Arcade Physics. * * @event Phaser.Physics.Arcade.Events#TILE_COLLIDE * @since 3.16.1 * * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object involved in the collision. This is the parent of `body`. * @param {Phaser.Tilemaps.Tile} tile - The tile the body collided with. * @param {Phaser.Physics.Arcade.Body} body - The Arcade Physics Body of the Game Object involved in the collision. */ TILE_COLLIDE: 'tilecollide', /** * The Arcade Physics Tile Overlap Event. * * This event is dispatched by an Arcade Physics World instance if a body overlaps with a Tile _and_ * has its [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to `true`. * * It provides an alternative means to handling overlap events rather than using the callback approach. * * Listen to it from a Scene using: `this.physics.world.on('tileoverlap', listener)`. * * Please note that 'collide' and 'overlap' are two different things in Arcade Physics. * * @event Phaser.Physics.Arcade.Events#TILE_OVERLAP * @since 3.16.1 * * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object involved in the overlap. This is the parent of `body`. * @param {Phaser.Tilemaps.Tile} tile - The tile the body overlapped. * @param {Phaser.Physics.Arcade.Body} body - The Arcade Physics Body of the Game Object involved in the overlap. */ TILE_OVERLAP: 'tileoverlap', /** * The Arcade Physics World Bounds Event. * * This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds _and_ * it has its [onWorldBounds]{@link Phaser.Physics.Arcade.Body#onWorldBounds} property set to `true`. * * It provides an alternative means to handling collide events rather than using the callback approach. * * Listen to it from a Scene using: `this.physics.world.on('worldbounds', listener)`. * * @event Phaser.Physics.Arcade.Events#WORLD_BOUNDS * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - The Arcade Physics Body that hit the world bounds. * @param {boolean} up - Is the Body blocked up? I.e. collided with the top of the world bounds. * @param {boolean} down - Is the Body blocked down? I.e. collided with the bottom of the world bounds. * @param {boolean} left - Is the Body blocked left? I.e. collided with the left of the world bounds. * @param {boolean} right - Is the Body blocked right? I.e. collided with the right of the world bounds. */ WORLD_BOUNDS: 'worldbounds', /** * The Arcade Physics World Step Event. * * This event is dispatched by an Arcade Physics World instance whenever a physics step is run. * It is emitted _after_ the bodies and colliders have been updated. * * In high framerate settings this can be multiple times per game frame. * * Listen to it from a Scene using: `this.physics.world.on('worldstep', listener)`. * * @event Phaser.Physics.Arcade.Events#WORLD_STEP * @since 3.18.0 * * @param {number} delta - The delta time amount of this step, in seconds. */ WORLD_STEP: 'worldstep' }; //# sourceMappingURL=index.js.map