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arcade-physics

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import { BBox } from 'rbush'; import { StaticBody } from '../StaticBody'; export interface ArcadeBodyBounds { /** The left edge. */ x: number; /** The upper edge. */ y: number; /** The right edge. */ right: number; /** The lower edge. */ bottom: number; } export interface CollisionCallback { /** True if the Body is not colliding. */ none: boolean; /** True if the Body is colliding on its upper edge. */ up: boolean; /** True if the Body is colliding on its lower edge. */ down: boolean; /** True if the Body is colliding on its left edge. */ left: boolean; /** True if the Body is colliding on its right edge. */ right: boolean; } export type ArcadeProcessCallback = () => boolean; export type ArcadePhysicsCallback = (body1: Body | StaticBody, body2: Body | StaticBody) => (body1: Body | StaticBody, body2: Body | StaticBody) => void; export interface ArcadeWorldConfig { overlapBias?: number; gravity: { x: number; y: number; }; width: number; height: number; } /** Default debug display settings for new Bodies. */ export interface ArcadeWorldDefaults { /** Set to `true` to render dynamic body outlines to the debug display. */ debugShowBody: boolean; /** Set to `true` to render static body outlines to the debug display. */ debugShowStaticBody: boolean; /** Set to `true` to render body velocity markers to the debug display. */ debugShowVelocity: boolean; /** The color of dynamic body outlines when rendered to the debug display. */ bodyDebugColor: number; /** The color of static body outlines when rendered to the debug display. */ staticBodyDebugColor: number; /** The color of the velocity markers when rendered to the debug display. */ velocityDebugColor: number; } /** Recycled input for tree searches. */ export type ArcadeWorldTreeMinMax = BBox; export interface CheckCollisionObject { /** Will bodies collide with the top side of the world bounds? */ up: boolean; /** Will bodies collide with the bottom side of the world bounds? */ down: boolean; /** Will bodies collide with the left side of the world bounds? */ left: boolean; /** Will bodies collide with the right side of the world bounds? */ right: boolean; } //# sourceMappingURL=types.d.ts.map