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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} */ /** * @typedef {object} Phaser.Physics.Matter.Events.CollisionEndEvent * * @property {Phaser.Types.Physics.Matter.MatterCollisionPair[]} pairs - A list of all affected pairs in the collision. * @property {number} timestamp - The Matter Engine `timing.timestamp` value for the event. * @property {any} source - The source object of the event. * @property {string} name - The name of the event. */ /** * The Matter Physics Collision End Event. * * This event is dispatched by a Matter Physics World instance after the engine has updated. * It provides a list of all pairs that have finished colliding in the current tick (if any). * * Listen to it from a Scene using: `this.matter.world.on('collisionend', listener)`. * * @event Phaser.Physics.Matter.Events#COLLISION_END * @type {string} * @since 3.0.0 * * @param {Phaser.Physics.Matter.Events.CollisionEndEvent} event - The Collision Event object. * @param {MatterJS.BodyType} bodyA - The first body of the first colliding pair. The `event.pairs` array may contain more colliding bodies. * @param {MatterJS.BodyType} bodyB - The second body of the first colliding pair. The `event.pairs` array may contain more colliding bodies. */ module.exports = 'collisionend';