Namespace: COLLIDES

Phaser.Physics.Impact. COLLIDES

Collision Types - Determine if and how entities collide with each other.

In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves, while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE collisions, both entities are moved. LITE or PASSIVE entities don't collide with other LITE or PASSIVE entities at all. The behavior for FIXED vs. FIXED collisions is undefined.

Since: 3.0.0
Source: src/physics/impact/COLLIDES.js (Line 7)

Members


<static, constant> ACTIVE :integer

Active collision.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/COLLIDES.js (Line 53)

<static, constant> FIXED :integer

Fixed collision.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/COLLIDES.js (Line 63)

<static, constant> LITE :integer

Lite collision.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/COLLIDES.js (Line 33)

<static, constant> NEVER :integer

Never collides.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/COLLIDES.js (Line 23)

<static, constant> PASSIVE :integer

Passive collision.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/COLLIDES.js (Line 43)