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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Arcade Physics World Bounds Event. * * This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds _and_ * it has its [onWorldBounds]{@link Phaser.Physics.Arcade.Body#onWorldBounds} property set to `true`. * * It provides an alternative means to handling collide events rather than using the callback approach. * * Listen to it from a Scene using: `this.physics.world.on('worldbounds', listener)`. * * @event Phaser.Physics.Arcade.Events#WORLD_BOUNDS * @type {string} * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - The Arcade Physics Body that hit the world bounds. * @param {boolean} up - Is the Body blocked up? I.e. collided with the top of the world bounds. * @param {boolean} down - Is the Body blocked down? I.e. collided with the bottom of the world bounds. * @param {boolean} left - Is the Body blocked left? I.e. collided with the left of the world bounds. * @param {boolean} right - Is the Body blocked right? I.e. collided with the right of the world bounds. */ module.exports = 'worldbounds';