diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js index 3fc662d08..94b4c4ed4 100644 --- a/src/physics/arcade/Body.js +++ b/src/physics/arcade/Body.js @@ -335,10 +335,11 @@ var Body = new Class({ /** * 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. + * When `useDamping` is true, this is a damping multiplier between 0 and 1. + * A value of 0 means the Body stops instantly. + * A value of 0.01 mean the Body loses 99% of its velocity per second. + * A value of 0.1 means the Body loses 90% of its velocity per second. * 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. * @@ -486,8 +487,8 @@ var Body = new Class({ * by using damping, avoiding the axis-drift that is prone with linear deceleration. * * If you enable this property then you should use far smaller `drag` values than with linear, as - * they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow - * deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately. + * they are used as a multiplier on the velocity. Values such as 0.05 will give a nice slow + * deceleration. * * @name Phaser.Physics.Arcade.Body#useDamping * @type {boolean} diff --git a/src/physics/arcade/World.js b/src/physics/arcade/World.js index 9ddac5ca8..5217ac110 100644 --- a/src/physics/arcade/World.js +++ b/src/physics/arcade/World.js @@ -1248,6 +1248,7 @@ var World = new Class({ if (useDamping) { // Damping based deceleration + dragX = Math.pow(dragX, delta); velocityX *= dragX; @@ -1287,6 +1288,8 @@ var World = new Class({ if (useDamping) { // Damping based deceleration + dragY = Math.pow(dragY, delta); + velocityY *= dragY; speed = Math.sqrt(velocityX * velocityX + velocityY * velocityY);