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shaku

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A simple and effective JavaScript game development framework that knows its place!

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declare const _exports: Collision; export = _exports; /** * Collision is the collision manager. * It provides basic 2d collision detection functionality. * Note: this is *not* a physics engine, its only for detection and objects picking. * * To access the Collision manager you use `Shaku.collision`. */ declare class Collision extends IManager { /** * The collision resolver we use to detect collision between different shapes. * You can use this object directly without creating a collision world, if you just need to test collision between shapes. */ resolver: CollisionResolver; /** * @inheritdoc * @private **/ private setup; /** * Create a new collision world object. * @param {Number|Vector2} gridCellSize Collision world grid cell size. * @returns {CollisionWorld} Newly created collision world. */ createWorld(gridCellSize: number | Vector2): CollisionWorld; /** * Get the collision reactanle shape class. */ get RectangleShape(): typeof RectangleShape; /** * Get the collision point shape class. */ get PointShape(): typeof PointShape; /** * Get the collision circle shape class. */ get CircleShape(): typeof CircleShape; /** * Get the collision lines shape class. */ get LinesShape(): typeof LinesShape; /** * Get the tilemap collision shape class. */ get TilemapShape(): typeof TilemapShape; } import IManager = require("../manager.js"); import CollisionResolver = require("./resolver"); import Vector2 = require("../utils/vector2.js"); import CollisionWorld = require("./collision_world.js"); import RectangleShape = require("./shapes/rectangle.js"); import PointShape = require("./shapes/point.js"); import CircleShape = require("./shapes/circle.js"); import LinesShape = require("./shapes/lines.js"); import TilemapShape = require("./shapes/tilemap.js"); //# sourceMappingURL=collision.d.ts.map