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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Collision Types - Determine if and how entities collide with each other. * * In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves, * while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE * collisions, both entities are moved. LITE or PASSIVE entities don't collide * with other LITE or PASSIVE entities at all. The behavior for FIXED vs. * FIXED collisions is undefined. * * @name Phaser.Physics.Impact.COLLIDES * @enum {integer} * @memberOf Phaser.Physics.Impact * @readOnly * @since 3.0.0 */ module.exports = { /** * Never collides. * * @name Phaser.Physics.Impact.COLLIDES.NEVER */ NEVER: 0, /** * Lite collision. * * @name Phaser.Physics.Impact.COLLIDES.LITE */ LITE: 1, /** * Passive collision. * * @name Phaser.Physics.Impact.COLLIDES.PASSIVE */ PASSIVE: 2, /** * Active collision. * * @name Phaser.Physics.Impact.COLLIDES.ACTIVE */ ACTIVE: 4, /** * Fixed collision. * * @name Phaser.Physics.Impact.COLLIDES.FIXED */ FIXED: 8 };