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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} */ /** * [description] * * @name Phaser.Physics.Matter.Components.Collision * @since 3.0.0 */ var Collision = { /** * [description] * * @method Phaser.Physics.Matter.Components.Collision#setCollisionCategory * @since 3.0.0 * * @param {number} value - Unique category bitfield. * * @return {Phaser.GameObjects.GameObject} This Game Object. */ setCollisionCategory: function (value) { this.body.collisionFilter.category = value; return this; }, /** * [description] * * @method Phaser.Physics.Matter.Components.Collision#setCollisionGroup * @since 3.0.0 * * @param {number} value - Unique group index. * * @return {Phaser.GameObjects.GameObject} This Game Object. */ setCollisionGroup: function (value) { this.body.collisionFilter.group = value; return this; }, /** * [description] * * @method Phaser.Physics.Matter.Components.Collision#setCollidesWith * @since 3.0.0 * * @param {(number|number[])} categories - A unique category bitfield, or an array of them. * * @return {Phaser.GameObjects.GameObject} This Game Object. */ setCollidesWith: function (categories) { var flags = 0; if (!Array.isArray(categories)) { flags = categories; } else { for (var i = 0; i < categories.length; i++) { flags |= categories[i]; } } this.body.collisionFilter.mask = flags; return this; } }; module.exports = Collision;