phaser/Phaser/Statics.ts

88 lines
2.4 KiB
TypeScript

module Phaser {
/**
* Constants used to define game object types (faster than doing typeof object checks in core loops)
*/
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 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 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;
/**
* 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 = Types.UP;
/**
* Flag used to allow GameObjects to collide with a floor
* @type {number}
*/
static FLOOR: number = Types.DOWN;
/**
* Flag used to allow GameObjects to collide with a wall (same as LEFT+RIGHT)
* @type {number}
*/
static WALL: number = Types.LEFT | Types.RIGHT;
/**
* Flag used to allow GameObjects to collide on any face
* @type {number}
*/
static ANY: number = Types.LEFT | Types.RIGHT | Types.UP | Types.DOWN;
}
}