Internal helper for Group vs. Group collisions. Please use Phaser.Physics.Arcade.World#collide instead.
name | type | arguments | description |
---|---|---|---|
group1 | Phaser.GameObjects.Group |
The first object to check for collision. |
|
group2 | Phaser.GameObjects.Group |
The second object to check for collision. |
|
collideCallback | Phaser.Types.Physics.Arcade.ArcadePhysicsCallback | <optional> |
An optional callback function that is called if the objects collide. |
processCallback | Phaser.Types.Physics.Arcade.ArcadePhysicsCallback | <optional> |
An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then |
callbackContext | any | <optional> |
The context in which to run the callbacks. |
overlapOnly | boolean |
Whether this is a collision or overlap check. |
True if any objects overlap (with overlapOnly
); or true if any overlapping objects were separated.