/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Impact Acceleration component. * Should be applied as a mixin. * * @name Phaser.Physics.Impact.Components.Acceleration * @since 3.0.0 */ var Acceleration = { /** * Sets the horizontal acceleration of this body. * * @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationX * @since 3.0.0 * * @param {number} x - The amount of acceleration to apply. * * @return {this} This Game Object. */ setAccelerationX: function (x) { this.accel.x = x; return this; }, /** * Sets the vertical acceleration of this body. * * @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationY * @since 3.0.0 * * @param {number} y - The amount of acceleration to apply. * * @return {this} This Game Object. */ setAccelerationY: function (y) { this.accel.y = y; return this; }, /** * Sets the horizontal and vertical acceleration of this body. * * @method Phaser.Physics.Impact.Components.Acceleration#setAcceleration * @since 3.0.0 * * @param {number} x - The amount of horizontal acceleration to apply. * @param {number} y - The amount of vertical acceleration to apply. * * @return {this} This Game Object. */ setAcceleration: function (x, y) { this.accel.x = x; this.accel.y = y; return this; } }; module.exports = Acceleration;