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