/// /// /// /// /// /// /// /// module Phaser { class Collision { constructor(game: Game); private _game; static LEFT: number; static RIGHT: number; static UP: number; static DOWN: number; static NONE: number; static CEILING: number; static FLOOR: number; static WALL: number; static ANY: number; static OVERLAP_BIAS: number; static TILE_OVERLAP: bool; static _tempBounds: Quad; static lineToLine(line1: Line, line2: Line, output?: IntersectResult): IntersectResult; static lineToLineSegment(line: Line, seg: Line, output?: IntersectResult): IntersectResult; static lineToRawSegment(line: Line, x1: number, y1: number, x2: number, y2: number, output?: IntersectResult): IntersectResult; static lineToRay(line1: Line, ray: Line, output?: IntersectResult): IntersectResult; static lineToCircle(line: Line, circle: Circle, output?: IntersectResult): IntersectResult; static lineToRectangle(line: Line, rect: Rectangle, output?: IntersectResult): IntersectResult; static lineSegmentToLineSegment(line1: Line, line2: Line, output?: IntersectResult): IntersectResult; static lineSegmentToRay(line: Line, ray: Line, output?: IntersectResult): IntersectResult; static lineSegmentToCircle(seg: Line, circle: Circle, output?: IntersectResult): IntersectResult; static lineSegmentToRectangle(seg: Line, rect: Rectangle, output?: IntersectResult): IntersectResult; static rayToRectangle(ray: Line, rect: Rectangle, output?: IntersectResult): IntersectResult; static rayToLineSegment(rayX1, rayY1, rayX2, rayY2, lineX1, lineY1, lineX2, lineY2, output?: IntersectResult): IntersectResult; static pointToRectangle(point, rect: Rectangle, output?: IntersectResult): IntersectResult; static rectangleToRectangle(rect1: Rectangle, rect2: Rectangle, output?: IntersectResult): IntersectResult; static rectangleToCircle(rect: Rectangle, circle: Circle, output?: IntersectResult): IntersectResult; static circleToCircle(circle1: Circle, circle2: Circle, output?: IntersectResult): IntersectResult; static circleToRectangle(circle: Circle, rect: Rectangle, output?: IntersectResult): IntersectResult; static circleContainsPoint(circle: Circle, point, output?: IntersectResult): IntersectResult; public overlap(object1?: Basic, object2?: Basic, notifyCallback?, processCallback?): bool; static separate(object1, object2): bool; static separateTile(object: GameObject, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool, collideUp: bool, collideDown: bool): bool; static separateTileX(object: GameObject, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool): bool; static separateTileY(object: GameObject, x: number, y: number, width: number, height: number, mass: number, collideUp: bool, collideDown: bool): bool; static separateX(object1, object2): bool; static separateY(object1, object2): bool; static distance(x1: number, y1: number, x2: number, y2: number): number; static distanceSquared(x1: number, y1: number, x2: number, y2: number): number; } }