/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Impact Bounce component. * Should be applied as a mixin. * * @namespace Phaser.Physics.Impact.Components.Bounce * @since 3.0.0 */ var Bounce = { /** * Sets the impact physics bounce, or restitution, value. * * @method Phaser.Physics.Impact.Components.Bounce#setBounce * @since 3.0.0 * * @param {number} value - A value between 0 (no rebound) and 1 (full rebound) * * @return {Phaser.GameObjects.GameObject} This Game Object. */ setBounce: function (value) { this.body.bounciness = value; return this; }, /** * Sets the minimum velocity the body is allowed to be moving to be considered for rebound. * * @method Phaser.Physics.Impact.Components.Bounce#setMinBounceVelocity * @since 3.0.0 * * @param {number} value - The minimum allowed velocity. * * @return {Phaser.GameObjects.GameObject} This Game Object. */ setMinBounceVelocity: function (value) { this.body.minBounceVelocity = value; return this; }, /** * The bounce, or restitution, value of this body. * A value between 0 (no rebound) and 1 (full rebound) * * @name Phaser.Physics.Impact.Components.Bounce#bounce * @type {number} * @since 3.0.0 */ bounce: { get: function () { return this.body.bounciness; }, set: function (value) { this.body.bounciness = value; } } }; module.exports = Bounce;