text: /* eslint-disable max-len */
  import WorldItem from '../WorldItem';
  
  /**
   * The wall furnitures namespace.
   * @namespace TDLib.Sprites.Objects.WorldObjects.WallFurnitures
   * @since 1.0.0
   */
  
  /**
   * Class representing a WallFurniture.
   * @extends TDLib.Sprites.Objects.WorldObjects.WorldObject
   * @memberof TDLib.Sprites.Objects.WorldObjects.WallFurnitures
   * @since 1.0.0
   */
  export default class WallFurniture extends WorldItem {
    /**
     * Create a WallFurniture.
     * @param {TDLib.Rooms.TDLRoom} room - The room where the sprite is created.
     * @param {number} x - The sprite x coordinate.
     * @param {number} y - The sprite y coordinate.
     * @param {string} texture - The graphic of the sprite.
     * @param {string} [behaviourType=SpriteBehaviour.INERT] - Specify the behaviour of the sprite.
     * @param {Object} [pixelPerfect=null] - If not null enable the pixel perfect pointer hit for the sprite.
     * @param {boolean} [pixelPerfect.alphaTolerance] - The alpha tolerance threshold value.
     * @param {string|string[]} [observeText] - The text which appears when observing the sprite.
     * @param {string|string[]} [examineOrInteractText] -  The text which appears when examine or interact with the sprite.
     * @param {string} [blockExamineText=null] - If not null it's the blocking text which appears the first time the sprite is examined.
     * @param {string|string[]} [noLightObserveText] -  The text which appears when observing the sprite when the diffused light is not sufficient.
     * @param {string|string[]} [noLightExamineOrInteractText] - The text which appears when examine or interact with the sprite when the diffused light is not sufficient.
     * @param {number} [examineOrInteractOffsetX=0] - The offset on x axis of the examineOrInteractPoint, where the player has to move to examine or interact with the sprite.
     * @param {number} [examineOrInteractThresholdRadius=0] - The radius of the tolerance in reaching the examineOrInteractPoint, where the player has to move to examine or interact with the sprite.
     * @param {number} [minLightLevelToExamineOrInteract=???] - The minimum value of diffused light to examine or interact with the sprite.
     * @param {number} [minLightLevelToObserve=???] - The minimum value of diffused light to observe the sprite.
     */
    constructor(room, x, y, texture, behaviourType, pixelPerfect, observeText, examineOrInteractText, blockExamineText, noLightObserveText, noLightExamineOrInteractText, examineOrInteractOffsetX, examineOrInteractThresholdRadius, minLightLevelToExamineOrInteract, minLightLevelToObserve) {
      super(
        room,
        x, y,
        texture,
        'wallFurnitureLayer',
        true,
        behaviourType,
        pixelPerfect,
        observeText,
        examineOrInteractText,
        blockExamineText,
        noLightObserveText,
        noLightExamineOrInteractText,
        examineOrInteractOffsetX,
        examineOrInteractThresholdRadius,
        minLightLevelToExamineOrInteract,
        minLightLevelToObserve
      );
  
      this.setGravityY(0);
    }
  }
  