phaser/plugins/impact/COLLIDES.js

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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.COLLIDES
* @memberof Phaser.Physics.Impact
* @since 3.0.0
*/
module.exports = {
/**
* Never collides.
*
* @name Phaser.Physics.Impact.COLLIDES.NEVER
* @type {integer}
* @const
* @since 3.0.0
*/
NEVER: 0,
/**
* Lite collision.
*
* @name Phaser.Physics.Impact.COLLIDES.LITE
* @type {integer}
* @const
* @since 3.0.0
*/
LITE: 1,
/**
* Passive collision.
*
* @name Phaser.Physics.Impact.COLLIDES.PASSIVE
* @type {integer}
* @const
* @since 3.0.0
*/
PASSIVE: 2,
/**
* Active collision.
*
* @name Phaser.Physics.Impact.COLLIDES.ACTIVE
* @type {integer}
* @const
* @since 3.0.0
*/
ACTIVE: 4,
/**
* Fixed collision.
*
* @name Phaser.Physics.Impact.COLLIDES.FIXED
* @type {integer}
* @const
* @since 3.0.0
*/
FIXED: 8
};