phaser/src/physics/impact/COLLIDES.js

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