phaser/wip/TS Source/Statics.ts
2013-09-13 16:24:01 +01:00

141 lines
4 KiB
TypeScript

/// <reference path="_definitions.ts" />
/**
* Types
*
* This file contains all constants used through-out Phaser.
*
* @package Phaser.Types
* @author Richard Davey <rich@photonstorm.com>
* @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 <code>sort()</code> to sort in ascending order.
*/
static SORT_ASCENDING: number = -1;
/**
* Use with <code>sort()</code> 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;
}
}