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phaser4-rex-plugins

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declare class ArcadeGameObject extends Phaser.GameObjects.GameObject { setAcceleration(x: number, y?: number): this; setAccelerationX(value: number): this; setAccelerationY(value: number): this; setAngularVelocity(value: number): this; setAngularAcceleration(value: number): this; setAngularDrag(value: number): this; setBounce(x: number, y?: number): this; setBounceX(value: number): this; setBounceY(value: number): this; setCollideWorldBounds(value?: boolean, bounceX?: number, bounceY?: number, onWorldBounds?: boolean): this; setCollisionCategory(category: number): this; willCollideWith(category: number): boolean; addCollidesWith(category: number): this; removeCollidesWith(category: number): this; setCollidesWith(categories: number | number[]): this; resetCollisionCategory(): this; setDebug(showBody: boolean, showVelocity: boolean, bodyColor: number): this; setDebugBodyColor(value: number): this; debugShowBody: boolean; debugShowVelocity: boolean; debugBodyColor: number; setDrag(x: number, y?: number): this; setDragX(value: number): this; setDragY(value: number): this; setDamping(value: boolean): this; setDirectControl(value?: boolean): this; enableBody(reset?: boolean, x?: number, y?: number, enableGameObject?: boolean, showGameObject?: boolean): this; disableBody(disableGameObject?: boolean, hideGameObject?: boolean): this; refreshBody(): this; setFriction(x: number, y?: number): this; setFrictionX(x: number): this; setFrictionY(y: number): this; setGravity(x: number, y?: number): this; setGravityX(x: number): this; setGravityY(y: number): this; setImmovable(value?: boolean): this; setMass(value: number): this; setPushable(value?: boolean): this; setOffset(x: number, y?: number): this; setBodySize(width: number, height: number, center?: boolean): this; setCircle(radius: number, offsetX?: number, offsetY?: number): this; setVelocity(x: number, y?: number): this; setVelocityX(x: number): this; setVelocityY(y: number): this; setMaxVelocity(x: number, y?: number): this; } export default ArcadeGameObject;