phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @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.TYPE
* @enum {integer}
* @memberOf Phaser.Physics.Impact
* @readOnly
* @since 3.0.0
*/
module.exports = {
/**
* Collides with nothing.
*
* @name Phaser.Physics.Impact.TYPE.NONE
*/
NONE: 0,
/**
* Type A. Collides with Type B.
*
* @name Phaser.Physics.Impact.TYPE.A
*/
A: 1,
/**
* Type B. Collides with Type A.
*
* @name Phaser.Physics.Impact.TYPE.B
*/
B: 2,
/**
* Collides with both types A and B.
*
* @name Phaser.Physics.Impact.TYPE.BOTH
*/
BOTH: 3
};