collision.types

types

number

Enum for collision type values.

 // set the body collision type
 myEntity.body.collisionType = me.collision.types.PLAYER_OBJECT;

 // filter collision detection with collision shapes, enemies and collectables
 myEntity.body.setCollisionMask(
     me.collision.types.WORLD_SHAPE |
     me.collision.types.ENEMY_OBJECT |
     me.collision.types.COLLECTABLE_OBJECT
 );

 // User-defined collision types are defined using BITWISE LEFT-SHIFT:
 game.collisionTypes = {
     LOCKED_DOOR : me.collision.types.USER << 0,
     OPEN_DOOR   : me.collision.types.USER << 1,
     LOOT        : me.collision.types.USER << 2,
 };

 // Set collision type for a door entity
 myDoorEntity.body.collisionType = game.collisionTypes.LOCKED_DOOR;

 // Set collision mask for the player entity, so it collides with locked doors and loot
 myPlayerEntity.body.setCollisionMask(
     me.collision.types.ENEMY_OBJECT |
     me.collision.types.WORLD_SHAPE |
     game.collisionTypes.LOCKED_DOOR |
     game.collisionTypes.LOOT
 );
See:

Summary


Properties from types

Public Properties


ACTION_OBJECT collision.js:33
static ACTION_OBJECT: number

number

e.g. doors

ALL_OBJECT collision.js:33
static ALL_OBJECT: number

number

all of the above (including user-defined types)

COLLECTABLE_OBJECT collision.js:33
static COLLECTABLE_OBJECT: number

number

collectable objects

ENEMY_OBJECT collision.js:33
static ENEMY_OBJECT: number

number

enemies objects

NO_OBJECT collision.js:33
static NO_OBJECT: number

number

to disable collision check

NO_OBJECT collision.js:81
static NO_OBJECT: number = 0

number

to disable collision check

NPC_OBJECT collision.js:33
static NPC_OBJECT: number

number

non playable characters

PLAYER_OBJECT collision.js:33
static PLAYER_OBJECT: number

number

playbable characters

PROJECTILE_OBJECT collision.js:33
static PROJECTILE_OBJECT: number

number

e.g. missiles

USER collision.js:33
static USER: number

number

user-defined collision types (see example)

WORLD_SHAPE collision.js:33
static WORLD_SHAPE: number

number

e.g. walls; for map collision shapes


Powered by webdoc!