export class Arcade extends System { private mBodies; private mPairs; private mContacts; private mBroadPhase; private mPairsHash; private mBoundsBody; private mBoundsLeft; private mBoundsRight; private mBoundsTop; private mBoundsBottom; private mGravity; private mIterations; private mSleepEnabled; delta: number; collisionInfo( colliderA: Collider, colliderB: Collider, cb: (...params: any[]) => void, ctx: any, ...args: any[] ): void; isColliding( bodyA: RigidBody, bodyB?: RigidBody, cb?: (...params: any[]) => void, ctx?: any, ...args: any[] ): boolean; onChildrenAdded(gameObject: any): void; onChildrenRemoved(gameObject: any): void; onComponentAdded(child: any, component: any): void; onComponentRemoved(child: any, component: any): void; private __addBody; private __removeBody; private __addCollider; private __removeCollider; private __addPairs; private __addPair; private __removePairs; private __solve; private __setBounds; set boundsEnabled(arg: boolean); set gravityX(arg: number); get gravityX(): number; set gravityY(arg: number); get gravityY(): number; set iterations(arg: number); get iterations(): number; set sleepEnabled(arg: boolean); get sleepEnabled(): boolean; } import { Collider } from "../../colliders/Collider"; import { System } from "../../core/System"; import { RigidBody } from "../RigidBody";