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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 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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. * * @namespace Phaser.Physics.Impact.TYPE * @memberof Phaser.Physics.Impact * @since 3.0.0 */ module.exports = { /** * Collides with nothing. * * @name Phaser.Physics.Impact.TYPE.NONE * @type {integer} * @const * @since 3.0.0 */ NONE: 0, /** * Type A. Collides with Type B. * * @name Phaser.Physics.Impact.TYPE.A * @type {integer} * @const * @since 3.0.0 */ A: 1, /** * Type B. Collides with Type A. * * @name Phaser.Physics.Impact.TYPE.B * @type {integer} * @const * @since 3.0.0 */ B: 2, /** * Collides with both types A and B. * * @name Phaser.Physics.Impact.TYPE.BOTH * @type {integer} * @const * @since 3.0.0 */ BOTH: 3 };