From db8db6957522dc42a54ff4b4664b36f01f783f3a Mon Sep 17 00:00:00 2001 From: samme Date: Wed, 29 Apr 2020 11:18:56 -0700 Subject: [PATCH] Correct type for Phaser.Physics.Arcade.Body#drag Fixes #5100 --- src/physics/arcade/Body.js | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js index ead91a32a..de42007f9 100644 --- a/src/physics/arcade/Body.js +++ b/src/physics/arcade/Body.js @@ -333,18 +333,19 @@ var Body = new Class({ this.allowDrag = true; /** - * When `useDamping` is false (the default), this is absolute loss of velocity due to movement, in pixels per second squared (a vector). - * The x and y components are applied separately. + * When `useDamping` is false (the default), this is absolute loss of velocity due to movement, in pixels per second squared. * - * When `useDamping` is true, this is 1 minus the damping factor (a number). + * When `useDamping` is true, this is 1 minus the damping factor. * A value of 1 means the Body loses no velocity. * A value of 0.95 means the Body loses 5% of its velocity per step. * A value of 0.5 means the Body loses 50% of its velocity per step. * + * The x and y components are applied separately. + * * Drag is applied only when `acceleration` is zero. * * @name Phaser.Physics.Arcade.Body#drag - * @type {(Phaser.Math.Vector2|number)} + * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.drag = new Vector2();