phaser/src/physics/impact/components/Acceleration.js
2019-05-10 16:15:04 +01:00

71 lines
1.6 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Impact Acceleration component.
* Should be applied as a mixin.
*
* @namespace 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;