2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2023-01-02 17:36:27 +00:00
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* @copyright 2013-2023 Photon Storm Ltd.
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2019-05-10 15:15:04 +00:00
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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2018-02-12 16:01:20 +00:00
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*/
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2018-02-09 01:40:41 +00:00
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/**
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2018-12-03 15:16:23 +00:00
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* Contains methods for changing the friction of a Game Object's Matter Body. Should be used a mixin, not called directly.
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2018-02-09 01:40:41 +00:00
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*
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2019-02-12 15:01:54 +00:00
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* @namespace Phaser.Physics.Matter.Components.Friction
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2018-02-09 01:40:41 +00:00
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* @since 3.0.0
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*/
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2017-11-21 16:52:14 +00:00
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var Friction = {
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2018-02-09 01:40:41 +00:00
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/**
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2018-12-03 15:16:23 +00:00
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* Sets new friction values for this Game Object's Matter Body.
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2018-02-09 01:40:41 +00:00
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*
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* @method Phaser.Physics.Matter.Components.Friction#setFriction
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* @since 3.0.0
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*
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2018-12-03 15:16:23 +00:00
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* @param {number} value - The new friction of the body, between 0 and 1, where 0 allows the Body to slide indefinitely, while 1 allows it to stop almost immediately after a force is applied.
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* @param {number} [air] - If provided, the new air resistance of the Body. The higher the value, the faster the Body will slow as it moves through space. 0 means the body has no air resistance.
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* @param {number} [fstatic] - If provided, the new static friction of the Body. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary. 0 means the body will never "stick" when it is nearly stationary.
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2018-02-09 01:40:41 +00:00
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*
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2022-11-03 16:03:51 +00:00
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* @return {this} This Game Object instance.
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2018-02-09 01:40:41 +00:00
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*/
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2017-12-12 17:02:53 +00:00
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setFriction: function (value, air, fstatic)
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2017-11-21 16:52:14 +00:00
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{
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this.body.friction = value;
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2017-11-27 03:44:31 +00:00
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if (air !== undefined)
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{
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this.body.frictionAir = air;
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}
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2017-12-12 17:02:53 +00:00
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if (fstatic !== undefined)
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2017-11-27 03:44:31 +00:00
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{
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2017-12-12 17:02:53 +00:00
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this.body.frictionStatic = fstatic;
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2017-11-27 03:44:31 +00:00
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}
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2017-11-21 16:52:14 +00:00
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return this;
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},
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2018-02-09 01:40:41 +00:00
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/**
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2020-01-09 13:17:43 +00:00
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* Sets a new air resistance for this Game Object's Matter Body.
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* A value of 0 means the Body will never slow as it moves through space.
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* The higher the value, the faster a Body slows when moving through space.
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2018-02-09 01:40:41 +00:00
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*
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* @method Phaser.Physics.Matter.Components.Friction#setFrictionAir
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* @since 3.0.0
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*
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2018-12-03 15:16:23 +00:00
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* @param {number} value - The new air resistance for the Body.
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2018-02-09 01:40:41 +00:00
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*
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2022-11-03 16:03:51 +00:00
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* @return {this} This Game Object instance.
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2018-02-09 01:40:41 +00:00
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*/
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2017-11-21 16:52:14 +00:00
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setFrictionAir: function (value)
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{
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this.body.frictionAir = value;
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return this;
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},
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2018-02-09 01:40:41 +00:00
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/**
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2020-01-09 13:17:43 +00:00
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* Sets a new static friction for this Game Object's Matter Body.
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* A value of 0 means the Body will never "stick" when it is nearly stationary.
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* The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary.
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2018-02-09 01:40:41 +00:00
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*
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* @method Phaser.Physics.Matter.Components.Friction#setFrictionStatic
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* @since 3.0.0
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*
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2018-12-03 15:16:23 +00:00
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* @param {number} value - The new static friction for the Body.
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2018-02-09 01:40:41 +00:00
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*
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2022-11-03 16:03:51 +00:00
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* @return {this} This Game Object instance.
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2018-02-09 01:40:41 +00:00
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*/
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2017-11-21 16:52:14 +00:00
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setFrictionStatic: function (value)
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{
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this.body.frictionStatic = value;
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return this;
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}
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};
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module.exports = Friction;
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