/** * @author Richard Davey * @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 };