phaser/src/physics/impact/components/Acceleration.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* The Impact Acceleration component.
* Should be applied as a mixin.
*
* @name Phaser.Physics.Impact.Components.Acceleration
* @since 3.0.0
*/
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var Acceleration = {
/**
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* Sets the horizontal acceleration of this body.
*
* @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationX
* @since 3.0.0
*
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* @param {number} x - The amount of acceleration to apply.
*
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* @return {this} This Game Object.
*/
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setAccelerationX: function (x)
{
this.accel.x = x;
return this;
},
/**
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* Sets the vertical acceleration of this body.
*
* @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationY
* @since 3.0.0
*
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* @param {number} y - The amount of acceleration to apply.
*
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* @return {this} This Game Object.
*/
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setAccelerationY: function (y)
{
this.accel.y = y;
return this;
},
/**
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* Sets the horizontal and vertical acceleration of this body.
*
* @method Phaser.Physics.Impact.Components.Acceleration#setAcceleration
* @since 3.0.0
*
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* @param {number} x - The amount of horizontal acceleration to apply.
* @param {number} y - The amount of vertical acceleration to apply.
*
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* @return {this} This Game Object.
*/
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setAcceleration: function (x, y)
{
this.accel.x = x;
this.accel.y = y;
return this;
}
};
module.exports = Acceleration;