/// /** * Types * * This file contains all constants used through-out Phaser. * * @package Phaser.Types * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License */ module Phaser { export class Types { static RENDERER_AUTO_DETECT: number = 0; static RENDERER_HEADLESS: number = 1; static RENDERER_CANVAS: number = 2; static RENDERER_WEBGL: number = 3; static CAMERA_TYPE_ORTHOGRAPHIC: number = 0; static CAMERA_TYPE_ISOMETRIC: number = 1; /** * Camera "follow" style preset: camera has no deadzone, just tracks the focus object directly. * @type {number} */ public static CAMERA_FOLLOW_LOCKON: number = 0; /** * Camera "follow" style preset: camera deadzone is narrow but tall. * @type {number} */ public static CAMERA_FOLLOW_PLATFORMER: number = 1; /** * Camera "follow" style preset: camera deadzone is a medium-size square around the focus object. * @type {number} */ public static CAMERA_FOLLOW_TOPDOWN: number = 2; /** * Camera "follow" style preset: camera deadzone is a small square around the focus object. * @type {number} */ public static CAMERA_FOLLOW_TOPDOWN_TIGHT: number = 3; static GROUP: number = 0; static SPRITE: number = 1; static GEOMSPRITE: number = 2; static PARTICLE: number = 3; static EMITTER: number = 4; static TILEMAP: number = 5; static SCROLLZONE: number = 6; static BUTTON: number = 7; static DYNAMICTEXTURE: number = 8; static GEOM_POINT: number = 0; static GEOM_CIRCLE: number = 1; static GEOM_RECTANGLE: number = 2; static GEOM_LINE: number = 3; static GEOM_POLYGON: number = 4; static BODY_DISABLED: number = 0; static BODY_STATIC: number = 1; static BODY_KINETIC: number = 2; static BODY_DYNAMIC: number = 3; static OUT_OF_BOUNDS_KILL: number = 0; static OUT_OF_BOUNDS_DESTROY: number = 1; static OUT_OF_BOUNDS_PERSIST: number = 2; /** * Use with sort() to sort in ascending order. */ static SORT_ASCENDING: number = -1; /** * Use with sort() to sort in descending order. */ static SORT_DESCENDING: number = 1; /** * Flag used to allow GameObjects to collide on their left side * @type {number} */ static LEFT: number = 0x0001; /** * Flag used to allow GameObjects to collide on their right side * @type {number} */ static RIGHT: number = 0x0010; /** * Flag used to allow GameObjects to collide on their top side * @type {number} */ static UP: number = 0x0100; /** * Flag used to allow GameObjects to collide on their bottom side * @type {number} */ static DOWN: number = 0x1000; /** * Flag used with GameObjects to disable collision * @type {number} */ static NONE: number = 0; /** * Flag used to allow GameObjects to collide with a ceiling * @type {number} */ static CEILING: number = 0x0100; /** * Flag used to allow GameObjects to collide with a floor * @type {number} */ static FLOOR: number = 0x1000; /** * Flag used to allow GameObjects to collide with a wall (same as LEFT+RIGHT) * @type {number} */ static WALL: number = 0x0001 | 0x0010; /** * Flag used to allow GameObjects to collide on any face * @type {number} */ static ANY: number = 0x0001 | 0x0010 | 0x0100 | 0x1000; } }