/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var ArcadeSprite: any; declare var Class: any; declare var CONST: { VERSION: string; /** * @typedef {object} PhysicsGroupConfig * @extends GroupConfig * * @property {boolean} [collideWorldBounds=false] - Sets {@link Phaser.Physics.Arcade.Body#collideWorldBounds}. * @property {number} [accelerationX=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.x}. * @property {number} [accelerationY=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.y}. * @property {boolean} [allowDrag=true] - Sets {@link Phaser.Physics.Arcade.Body#allowDrag}. * @property {boolean} [allowGravity=true] - Sets {@link Phaser.Physics.Arcade.Body#allowGravity}. * @property {boolean} [allowRotation=true] - Sets {@link Phaser.Physics.Arcade.Body#allowRotation}. * @property {number} [bounceX=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.x}. * @property {number} [bounceY=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.y}. * @property {number} [dragX=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.x}. * @property {number} [dragY=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.y}. * @property {number} [gravityX=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.x}. * @property {number} [gravityY=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.y}. * @property {number} [frictionX=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.x}. * @property {number} [frictionY=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.y}. * @property {number} [velocityX=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.x}. * @property {number} [velocityY=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.y}. * @property {number} [angularVelocity=0] - Sets {@link Phaser.Physics.Arcade.Body#angularVelocity}. * @property {number} [angularAcceleration=0] - Sets {@link Phaser.Physics.Arcade.Body#angularAcceleration}. * @property {number} [angularDrag=0] - Sets {@link Phaser.Physics.Arcade.Body#angularDrag}. * @property {number} [mass=0] - Sets {@link Phaser.Physics.Arcade.Body#mass}. * @property {boolean} [immovable=false] - Sets {@link Phaser.Physics.Arcade.Body#immovable}. */ /** * @typedef {object} PhysicsGroupDefaults * * @property {boolean} setCollideWorldBounds - [description] * @property {number} setAccelerationX - [description] * @property {number} setAccelerationY - [description] * @property {boolean} setAllowDrag - [description] * @property {boolean} setAllowGravity - [description] * @property {boolean} setAllowRotation - [description] * @property {number} setBounceX - [description] * @property {number} setBounceY - [description] * @property {number} setDragX - [description] * @property {number} setDragY - [description] * @property {number} setGravityX - [description] * @property {number} setGravityY - [description] * @property {number} setFrictionX - [description] * @property {number} setFrictionY - [description] * @property {number} setVelocityX - [description] * @property {number} setVelocityY - [description] * @property {number} setAngularVelocity - [description] * @property {number} setAngularAcceleration - [description] * @property {number} setAngularDrag - [description] * @property {number} setMass - [description] * @property {boolean} setImmovable - [description] */ /** * @classdesc * An Arcade Physics Group object. * * All Game Objects created by this Group will automatically be dynamic Arcade Physics objects. * * @class Group * @extends Phaser.GameObjects.Group * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - [description] * @param {Phaser.Scene} scene - [description] * @param {array} children - [description] * @param {PhysicsGroupConfig} [config] - [description] */ BlendModes: any; ScaleModes: any; AUTO: number; CANVAS: number; WEBGL: number; HEADLESS: number; FOREVER: number; NONE: number; UP: number; DOWN: number; LEFT: number; RIGHT: number; }; declare var GetFastValue: any; declare var Group: any; /** * @typedef {object} PhysicsGroupConfig * @extends GroupConfig * * @property {boolean} [collideWorldBounds=false] - Sets {@link Phaser.Physics.Arcade.Body#collideWorldBounds}. * @property {number} [accelerationX=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.x}. * @property {number} [accelerationY=0] - Sets {@link Phaser.Physics.Arcade.Body#acceleration acceleration.y}. * @property {boolean} [allowDrag=true] - Sets {@link Phaser.Physics.Arcade.Body#allowDrag}. * @property {boolean} [allowGravity=true] - Sets {@link Phaser.Physics.Arcade.Body#allowGravity}. * @property {boolean} [allowRotation=true] - Sets {@link Phaser.Physics.Arcade.Body#allowRotation}. * @property {number} [bounceX=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.x}. * @property {number} [bounceY=0] - Sets {@link Phaser.Physics.Arcade.Body#bounce bounce.y}. * @property {number} [dragX=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.x}. * @property {number} [dragY=0] - Sets {@link Phaser.Physics.Arcade.Body#drag drag.y}. * @property {number} [gravityX=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.x}. * @property {number} [gravityY=0] - Sets {@link Phaser.Physics.Arcade.Body#gravity gravity.y}. * @property {number} [frictionX=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.x}. * @property {number} [frictionY=0] - Sets {@link Phaser.Physics.Arcade.Body#friction friction.y}. * @property {number} [velocityX=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.x}. * @property {number} [velocityY=0] - Sets {@link Phaser.Physics.Arcade.Body#velocity velocity.y}. * @property {number} [angularVelocity=0] - Sets {@link Phaser.Physics.Arcade.Body#angularVelocity}. * @property {number} [angularAcceleration=0] - Sets {@link Phaser.Physics.Arcade.Body#angularAcceleration}. * @property {number} [angularDrag=0] - Sets {@link Phaser.Physics.Arcade.Body#angularDrag}. * @property {number} [mass=0] - Sets {@link Phaser.Physics.Arcade.Body#mass}. * @property {boolean} [immovable=false] - Sets {@link Phaser.Physics.Arcade.Body#immovable}. */ /** * @typedef {object} PhysicsGroupDefaults * * @property {boolean} setCollideWorldBounds - [description] * @property {number} setAccelerationX - [description] * @property {number} setAccelerationY - [description] * @property {boolean} setAllowDrag - [description] * @property {boolean} setAllowGravity - [description] * @property {boolean} setAllowRotation - [description] * @property {number} setBounceX - [description] * @property {number} setBounceY - [description] * @property {number} setDragX - [description] * @property {number} setDragY - [description] * @property {number} setGravityX - [description] * @property {number} setGravityY - [description] * @property {number} setFrictionX - [description] * @property {number} setFrictionY - [description] * @property {number} setVelocityX - [description] * @property {number} setVelocityY - [description] * @property {number} setAngularVelocity - [description] * @property {number} setAngularAcceleration - [description] * @property {number} setAngularDrag - [description] * @property {number} setMass - [description] * @property {boolean} setImmovable - [description] */ /** * @classdesc * An Arcade Physics Group object. * * All Game Objects created by this Group will automatically be dynamic Arcade Physics objects. * * @class Group * @extends Phaser.GameObjects.Group * @memberOf Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @param {Phaser.Physics.Arcade.World} world - [description] * @param {Phaser.Scene} scene - [description] * @param {array} children - [description] * @param {PhysicsGroupConfig} [config] - [description] */ declare var PhysicsGroup: any;