UNPKG

shaku

Version:

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

87 lines 2.58 kB
export = CollisionShape; /** * Collision shape base class. */ declare class CollisionShape { _world: any; _worldRange: any; _debugColor: any; _forceDebugColor: Color; _collisionFlags: any; /** * Get the collision shape's unique identifier. * @returns {String} Shape's unique identifier */ get shapeId(): string; /** * Set collision flags (matched against collision mask when checking collision). */ set collisionFlags(arg: any); /** * Get collision flags (matched against collision mask when checking collision). */ get collisionFlags(): any; /** * Get Shapes beatch to draw this shape with, either given or default from world. * If not provided and have no world, will throw exception. * @private */ private _getDebugDrawBatch; /** * Set the debug color to use to draw this shape. * @param {Color} color Color to set or null to use default. */ setDebugColor(color: Color): void; /** * Debug draw this shape. * @param {Number} opacity Shape opacity factor. * @param {ShapesBatch} shapesBatch Optional shapes batch to use to debug draw the shape. By default will use the collision world. */ debugDraw(opacity: number, shapesBatch: ShapesBatch): void; /** * Get shape center position. * @returns {Vector2} Center position. */ getCenter(): Vector2; /** * Remove self from parent world object. */ remove(): void; /** * Get debug drawing color. * @private */ private _getDebugColor; /** * Get default debug colors for given collision flags. * @private */ private _getDefaultDebugColorFor; /** * Get collision shape's estimated radius box. * @private * @returns {Number} Shape's radius */ private _getRadius; /** * Get collision shape's bounding box. * @private * @returns {Rectangle} Shape's bounding box. */ private _getBoundingBox; /** * Set the parent collision world this shape is currently in. * @private * @param {CollisionWorld} world New parent collision world or null to remove. */ private _setParent; /** * Called when the collision shape changes and we need to update the parent world. * @private */ private _shapeChanged; } import Color = require("../../utils/color"); import ShapesBatch = require("../../gfx/draw_batches/shapes_batch"); import Vector2 = require("../../utils/vector2"); //# sourceMappingURL=shape.d.ts.map