export namespace collision { let maxChildren: number; let maxDepth: number; namespace types { let NO_OBJECT: number; let PLAYER_OBJECT: number; let NPC_OBJECT: number; let ENEMY_OBJECT: number; let COLLECTABLE_OBJECT: number; let ACTION_OBJECT: number; let PROJECTILE_OBJECT: number; let WORLD_SHAPE: number; let USER: number; let ALL_OBJECT: number; } /** * Checks for object colliding with the given line * @name rayCast * @memberof collision * @public * @param {Line} line - line to be tested for collision * @param {Array.} [result] - a user defined array that will be populated with intersecting physic objects. * @returns {Array.} an array of intersecting physic objects * @example * // define a line accross the viewport * let ray = new Line( * // absolute position of the line * 0, 0, [ * // starting point relative to the initial position * new me.Vector2d(0, 0), * // ending point * new me.Vector2d(app.viewport.width, app.viewport.height) * ]); * * // check for collition * result = me.collision.rayCast(ray); * * if (result.length > 0) { * // ... * } */ function rayCast(line: Line, result?: Array): Array; } import type { Line } from "./../geometries/line.ts"; import type Renderable from "./../renderable/renderable.js"; //# sourceMappingURL=collision.d.ts.map