/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var CircleContains: any; declare var Class: any; declare var CONST: { VERSION: string; BlendModes: any; ScaleModes: any; AUTO: number; CANVAS: number; /** * @typedef {object} ArcadeBodyCollision * * @property {boolean} none - True if the Body is not colliding. * @property {boolean} up - True if the Body is colliding on its upper edge. * @property {boolean} down - True if the Body is colliding on its lower edge. * @property {boolean} left - True if the Body is colliding on its left edge. * @property {boolean} right - True if the Body is colliding on its right edge. */ /** * @classdesc * A Dynamic Arcade Body. * * @class Body * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - The Arcade Physics simulation this Body belongs to. * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object this Body belongs to. */ WEBGL: number; HEADLESS: number; FOREVER: number; NONE: number; UP: number; DOWN: number; LEFT: number; /** * The Game Object this Body belongs to. * * @name Phaser.Physics.Arcade.Body#gameObject * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ RIGHT: number; }; declare var RadToDeg: any; declare var Rectangle: any; declare var RectangleContains: any; declare var TransformMatrix: any; declare var Vector2: any; /** * @typedef {object} ArcadeBodyBounds * * @property {number} x - The left edge. * @property {number} y - The upper edge. * @property {number} right - The right edge. * @property {number} bottom - The lower edge. */ /** * @typedef {object} ArcadeBodyCollision * * @property {boolean} none - True if the Body is not colliding. * @property {boolean} up - True if the Body is colliding on its upper edge. * @property {boolean} down - True if the Body is colliding on its lower edge. * @property {boolean} left - True if the Body is colliding on its left edge. * @property {boolean} right - True if the Body is colliding on its right edge. */ /** * @classdesc * A Dynamic Arcade Body. * * @class Body * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - The Arcade Physics simulation this Body belongs to. * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object this Body belongs to. */ declare var Body: any;