/// /// /// /** * Phaser - Advanced Physics Manager * * Your game only has one PhysicsManager instance and it's responsible for looking after, creating and colliding * all of the physics objects in the world. */ module Phaser.Physics.Advanced { export class Manager { constructor(game: Game) { this.game = game; } /** * Local reference to Game. */ public game: Game; public static SHAPE_TYPE_CIRCLE: number = 0; public static SHAPE_TYPE_SEGMENT: number = 1; public static SHAPE_TYPE_POLY: number = 2; public static SHAPE_NUM_TYPES: number = 3; public static JOINT_TYPE_ANGLE: number = 0; public static JOINT_TYPE_REVOLUTE: number = 1; public static JOINT_TYPE_WELD: number = 2; public static JOINT_TYPE_WHEEL: number = 3; public static JOINT_TYPE_PRISMATIC: number = 4; public static JOINT_TYPE_DISTANCE: number = 5; public static JOINT_TYPE_ROPE: number = 6; public static JOINT_TYPE_MOUSE: number = 7; public static JOINT_LINEAR_SLOP: number = 0.0008; public static JOINT_ANGULAR_SLOP: number = 2 * Phaser.GameMath.DEG_TO_RAD; public static JOINT_MAX_LINEAR_CORRECTION: number = 0.5; public static JOINT_MAX_ANGULAR_CORRECTION: number = 8 * Phaser.GameMath.DEG_TO_RAD; public static JOINT_LIMIT_STATE_INACTIVE: number = 0; public static JOINT_LIMIT_STATE_AT_LOWER: number = 1; public static JOINT_LIMIT_STATE_AT_UPPER: number = 2; public static JOINT_LIMIT_STATE_EQUAL_LIMITS: number = 3; public static bodyCounter: number = 0; public static jointCounter: number = 0; public static shapeCounter: number = 0; public static pixelsToMeters(value: number): number { return value * 0.02; } public static metersToPixels(value: number): number { return value * 50; } public static p2m(value: number): number { return value * 0.02; } public static m2p(value: number): number { return value * 50; } } }