clik-engine API
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    Variable PhysicsHelperConst

    PhysicsHelper: {
        addCollider(
            scene: Scene,
            a: GameObject | Phaser.GameObjects.Group,
            b: GameObject | Phaser.GameObjects.Group,
            callback?: ArcadePhysicsCallback,
            process?: ArcadePhysicsCallback,
        ): Collider | null;
        addOverlap(
            scene: Scene,
            a: GameObject | Phaser.GameObjects.Group,
            b: GameObject | Phaser.GameObjects.Group,
            callback?: ArcadePhysicsCallback,
            process?: ArcadePhysicsCallback,
        ): Collider | null;
        body(
            scene: Scene,
            obj: GameObject,
            config?: PhysicsBodyConfig,
        ): PhysicsBody;
        collide(
            scene: Scene,
            a: GameObject | Phaser.GameObjects.Group,
        ): CollisionBuilder;
        createGroup(
            scene: Scene,
            config?: PhysicsGroupConfig,
        ): Phaser.Physics.Arcade.Group;
        createStaticGroup(scene: Scene): StaticGroup;
        enableBody(scene: Scene, obj: GameObject, isStatic?: boolean): void;
        getBody(obj: GameObject): Body | null;
        getVelocity(obj: GameObject): { x: number; y: number };
        impulse(obj: GameObject, x: number, y: number): void;
        isOnCeiling(obj: GameObject): boolean;
        isOnFloor(obj: GameObject): boolean;
        isOnLeftWall(obj: GameObject): boolean;
        isOnRightWall(obj: GameObject): boolean;
        oneWayPlatformCheck(player: GameObject, platform: GameObject): boolean;
        setAllowGravity(obj: GameObject, allow: boolean): void;
        setBodySize(
            obj: GameObject,
            width: number,
            height: number,
            offsetX?: number,
            offsetY?: number,
        ): void;
        setBounce(obj: GameObject, x: number, y?: number): void;
        setCircularBody(
            obj: GameObject,
            radius: number,
            offsetX?: number,
            offsetY?: number,
        ): void;
        setCollideWorldBounds(obj: GameObject, collide?: boolean): void;
        setDrag(obj: GameObject, x: number, y?: number): void;
        setFriction(obj: GameObject, x: number, y?: number): void;
        setGravity(scene: Scene, x: number, y: number): void;
        setGravityY(obj: GameObject, gravity: number): void;
        setImmovable(obj: GameObject, immovable?: boolean): void;
        setMaxVelocity(obj: GameObject, x: number, y?: number): void;
        setVelocity(obj: GameObject, x: number, y: number): void;
        setVelocityX(obj: GameObject, x: number): void;
        setVelocityY(obj: GameObject, y: number): void;
        setWorldBounds(
            scene: Scene,
            x: number,
            y: number,
            width: number,
            height: number,
        ): void;
    } = ...

    Type Declaration