@MainActor class SKSpriteNodeSharedBase
var allowedTimesToHit: Int
var animationCompleted: Bool
var callbackFunction: String
var characterProperties: Character?
var collisionMasks: CollisionDetection?
var cycleEndProperties: [CycleEndProperties]?
var damageDirection: pathDirection
var direction: pathDirection
var extraProperties: [ExtraProperties]?
var gameScene: AppSharedSceneBase
var hidesBehindObject: String
var hitsRemaining: Int
var objectActsOn: String
var objectClassType: [objectClassType]
var obstacleProperties: Obstacle?
var offsetHealthBar: CGPoint
var projectile: ProjectileProperties?
var randomizePosition: RandomizePosition?
var rotation: CGFloat
var sounds: [GameSound]
var startingPosition: CGPoint
func addPhysics(bodies: [SKPhysicsBody], categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(edgeFrom: CGPoint, edgeTo: CGPoint, categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(edges: [SKPhysicsBody], categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(imageName: String, categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(polygons: [PolyPhysics], categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(radius: CGFloat, center: CGPoint, categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(rectangle: CGSize, center: CGPoint, categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(size: CGSize, categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func addPhysics(texture: SKTexture, size: CGSize, categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
func buildPhysicsProperties(categoryBitMask: UInt32, collisionBitMask: UInt32?, contactBitMask: UInt32?, isDynamic: Bool, useGravity: Bool, allowsRotation: Bool, usePrecision: Bool, isPinned: Bool)
class AppSharedSceneBase
class SKSpriteNode2dBase
class SKSpriteNodeEnemy2dBase