/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Defines a physics material * * @class Phaser.Physics.P2.ContactMaterial * @classdesc Physics ContactMaterial Constructor * @constructor * @param {Phaser.Physics.P2.Material} materialA * @param {Phaser.Physics.P2.Material} materialB * @param {object} [options] */ Phaser.Physics.P2.ContactMaterial = function (materialA, materialB, options) { /** * @property {number} id - The contact material identifier. */ /** * @property {Phaser.Physics.P2.Material} materialA - First material participating in the contact material. */ /** * @property {Phaser.Physics.P2.Material} materialB - First second participating in the contact material. */ /** * @property {number} [friction=0.3] - Friction to use in the contact of these two materials. */ /** * @property {number} [restitution=0.0] - Restitution to use in the contact of these two materials. */ /** * @property {number} [stiffness=1e7] - Stiffness of the resulting ContactEquation that this ContactMaterial generate. */ /** * @property {number} [relaxation=3] - Relaxation of the resulting ContactEquation that this ContactMaterial generate. */ /** * @property {number} [frictionStiffness=1e7] - Stiffness of the resulting FrictionEquation that this ContactMaterial generate. */ /** * @property {number} [frictionRelaxation=3] - Relaxation of the resulting FrictionEquation that this ContactMaterial generate. */ /** * @property {number} [surfaceVelocity=0] - Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right. */ p2.ContactMaterial.call(this, materialA, materialB, options); }; Phaser.Physics.P2.ContactMaterial.prototype = Object.create(p2.ContactMaterial.prototype); Phaser.Physics.P2.ContactMaterial.prototype.constructor = Phaser.Physics.P2.ContactMaterial;