/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * [description] * * @name Phaser.Physics.Arcade.Components.Bounce * @since 3.0.0 */ var Bounce = { /** * [description] * * @method Phaser.Physics.Arcade.Components.Bounce#setBounce * @since 3.0.0 * * @param {number} x - [description] * @param {number} [y=x] - [description] * * @return {this} This Game Object. */ setBounce: function (x, y) { this.body.bounce.set(x, y); return this; }, /** * [description] * * @method Phaser.Physics.Arcade.Components.Bounce#setBounceX * @since 3.0.0 * * @param {number} value - [description] * * @return {this} This Game Object. */ setBounceX: function (value) { this.body.bounce.x = value; return this; }, /** * [description] * * @method Phaser.Physics.Arcade.Components.Bounce#setBounceY * @since 3.0.0 * * @param {number} value - [description] * * @return {this} This Game Object. */ setBounceY: function (value) { this.body.bounce.y = value; return this; }, /** * [description] * * @method Phaser.Physics.Arcade.Components.Bounce#setCollideWorldBounds * @since 3.0.0 * * @param {boolean} value - [description] * * @return {this} This Game Object. */ setCollideWorldBounds: function (value) { this.body.collideWorldBounds = value; return this; } }; module.exports = Bounce;