Namespace: TYPE

Phaser.Physics.Impact. TYPE

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/TYPE.js (Line 7)

Members


<static, constant> A :integer

Type A. Collides with Type B.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/TYPE.js (Line 32)

<static, constant> B :integer

Type B. Collides with Type A.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/TYPE.js (Line 42)

<static, constant> BOTH :integer

Collides with both types A and B.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/TYPE.js (Line 52)

<static, constant> NONE :integer

Collides with nothing.

Type:
  • integer
Since: 3.0.0
Source: src/physics/impact/TYPE.js (Line 22)