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| 1 | +/** |
| 2 | + * @typedef {object} Phaser.Types.Physics.Matter.MatterWorldConfig |
| 3 | + * @since 3.0.0 |
| 4 | + * |
| 5 | + * @property {Phaser.Types.Math.Vector2Like} [gravity] - Sets {@link Phaser.Physics.Matter.World#gravity}. |
| 6 | + * @property {(object|boolean)} [setBounds] - Should the world have bounds enabled by default? |
| 7 | + * @property {number} [setBounds.x=0] - The x coordinate of the world bounds. |
| 8 | + * @property {number} [setBounds.y=0] - The y coordinate of the world bounds. |
| 9 | + * @property {number} [setBounds.width] - The width of the world bounds. |
| 10 | + * @property {number} [setBounds.height] - The height of the world bounds. |
| 11 | + * @property {number} [setBounds.thickness=64] - The thickness of the walls of the world bounds. |
| 12 | + * @property {boolean} [setBounds.left=true] - Should the left-side world bounds wall be created? |
| 13 | + * @property {boolean} [setBounds.right=true] - Should the right-side world bounds wall be created? |
| 14 | + * @property {boolean} [setBounds.top=true] - Should the top world bounds wall be created? |
| 15 | + * @property {boolean} [setBounds.bottom=true] - Should the bottom world bounds wall be created? |
| 16 | + * @property {number} [positionIterations=6] - The number of position iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance. |
| 17 | + * @property {number} [velocityIterations=4] - The number of velocity iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance. |
| 18 | + * @property {number} [constraintIterations=2] - The number of constraint iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance. |
| 19 | + * @property {boolean} [enableSleeping=false] - A flag that specifies whether the engine should allow sleeping via the `Matter.Sleeping` module. Sleeping can improve stability and performance, but often at the expense of accuracy. |
| 20 | + * @property {number} [timing.timestamp=0] - A `Number` that specifies the current simulation-time in milliseconds starting from `0`. It is incremented on every `Engine.update` by the given `delta` argument. |
| 21 | + * @property {number} [timing.timeScale=1] - A `Number` that specifies the global scaling factor of time for all bodies. A value of `0` freezes the simulation. A value of `0.1` gives a slow-motion effect. A value of `1.2` gives a speed-up effect. |
| 22 | + * @property {boolean} [enabled=true] - Toggles if the world is enabled or not. |
| 23 | + * @property {number} [correction=1] - An optional Number that specifies the time correction factor to apply to the update. |
| 24 | + * @property {function} [getDelta] - This function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified. |
| 25 | + * @property {boolean} [autoUpdate=true] - Automatically call Engine.update every time the game steps. |
| 26 | + * @property {boolean} [debug=false] - Sets if Matter will render to the debug Graphic overlay. Do not enable this in production. |
| 27 | + * @property {boolean} [debugShowBody=true] - Should dynamic bodies be drawn to the debug graphic? |
| 28 | + * @property {boolean} [debugShowStaticBody=true] - Should static bodies be drawn to the debug graphic? |
| 29 | + * @property {boolean} [debugShowVelocity=true] - Should the velocity vector be drawn to the debug graphic? |
| 30 | + * @property {number} [debugBodyColor=0xff00ff] - The color that dynamic body debug outlines are drawn in. |
| 31 | + * @property {number} [debugBodyFillColor=0xe3a7e3] - The color that dynamic body debug fills are drawn in. |
| 32 | + * @property {number} [debugStaticBodyColor=0x0000ff] - The color that static body debug outlines are drawn in. |
| 33 | + * @property {number} [debugVelocityColor=0x00ff00] - The color that the debug velocity vector lines are drawn in. |
| 34 | + * @property {boolean} [debugShowJoint=true] - Render joints to the debug graphic. |
| 35 | + * @property {number} [debugJointColor=0x000000] - The color that the debug joints are drawn in. |
| 36 | + * @property {boolean} [debugWireframes=true] - Render the debug output as wireframes. |
| 37 | + * @property {boolean} [debugShowInternalEdges=false] - Render internal edges to the debug. |
| 38 | + * @property {boolean} [debugShowConvexHulls=false] - Render convex hulls to the debug. |
| 39 | + * @property {number} [debugConvexHullColor=0xaaaaaa] - The color that the debug convex hulls are drawn in, if enabled. |
| 40 | + * @property {boolean} [debugShowSleeping=false] - Render sleeping bodies the debug. |
| 41 | + */ |
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