/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * [description] * * @name Phaser.Physics.Arcade.Components.Enable * @since 3.0.0 */ declare var Enable: { /** * [description] * * @method Phaser.Physics.Arcade.Components.Enable#enableBody * @since 3.0.0 * * @param {boolean} reset - [description] * @param {number} x - [description] * @param {number} y - [description] * @param {boolean} enableGameObject - [description] * @param {boolean} showGameObject - [description] * * @return {this} This Game Object. */ enableBody: (reset: any, x: any, y: any, enableGameObject: any, showGameObject: any) => any; /** * [description] * * @method Phaser.Physics.Arcade.Components.Enable#disableBody * @since 3.0.0 * * @param {boolean} [disableGameObject=false] - [description] * @param {boolean} [hideGameObject=false] - [description] * * @return {this} This Game Object. */ disableBody: (disableGameObject: any, hideGameObject: any) => any; /** * Syncs the Bodies position and size with its parent Game Object. * You don't need to call this for Dynamic Bodies, as it happens automatically. * But for Static bodies it's a useful way of modifying the position of a Static Body * in the Physics World, based on its Game Object. * * @method Phaser.Physics.Arcade.Components.Enable#refreshBody * @since 3.1.0 * * @return {this} This Game Object. */ refreshBody: () => any; };