text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2020 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  /**
   * Collision Types - Determine if and how entities collide with each other.
   *
   * In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
   * while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
   * collisions, both entities are moved. LITE or PASSIVE entities don't collide
   * with other LITE or PASSIVE entities at all. The behavior for FIXED vs.
   * FIXED collisions is undefined.
   *
   * @namespace Phaser.Physics.Impact.COLLIDES
   * @memberof Phaser.Physics.Impact
   * @since 3.0.0
   */
  
  module.exports = {
  
      /**
       * Never collides.
       *
       * @name Phaser.Physics.Impact.COLLIDES.NEVER
       * @type {integer}
       * @const
       * @since 3.0.0
       */
      NEVER: 0,
  
      /**
       * Lite collision.
       *
       * @name Phaser.Physics.Impact.COLLIDES.LITE
       * @type {integer}
       * @const
       * @since 3.0.0
       */
      LITE: 1,
  
      /**
       * Passive collision.
       *
       * @name Phaser.Physics.Impact.COLLIDES.PASSIVE
       * @type {integer}
       * @const
       * @since 3.0.0
       */
      PASSIVE: 2,
  
      /**
       * Active collision.
       *
       * @name Phaser.Physics.Impact.COLLIDES.ACTIVE
       * @type {integer}
       * @const
       * @since 3.0.0
       */
      ACTIVE: 4,
  
      /**
       * Fixed collision.
       *
       * @name Phaser.Physics.Impact.COLLIDES.FIXED
       * @type {integer}
       * @const
       * @since 3.0.0
       */
      FIXED: 8
  
  };
  