UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

128 lines (116 loc) 4.68 kB
/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Provides methods used for setting the drag properties of an Arcade Physics Body. * * @namespace Phaser.Physics.Arcade.Components.Drag * @since 3.0.0 */ var Drag = { /** * Sets the body's horizontal and vertical drag. If the vertical drag value is not provided, the vertical drag is set to the same value as the horizontal drag. * * Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. * It is the absolute loss of velocity due to movement, in pixels per second squared. * The x and y components are applied separately. * * When `useDamping` is true, this is 1 minus the damping factor. * A value of 1 means the Body loses no velocity. * A value of 0.95 means the Body loses 5% of its velocity per step. * A value of 0.5 means the Body loses 50% of its velocity per step. * * Drag is applied only when `acceleration` is zero. * * @method Phaser.Physics.Arcade.Components.Drag#setDrag * @since 3.0.0 * * @param {number} x - The amount of horizontal drag to apply. * @param {number} [y=x] - The amount of vertical drag to apply. * * @return {this} This Game Object. */ setDrag: function (x, y) { this.body.drag.set(x, y); return this; }, /** * Sets the body's horizontal drag. * * Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. * It is the absolute loss of velocity due to movement, in pixels per second squared. * The x and y components are applied separately. * * When `useDamping` is true, this is 1 minus the damping factor. * A value of 1 means the Body loses no velocity. * A value of 0.95 means the Body loses 5% of its velocity per step. * A value of 0.5 means the Body loses 50% of its velocity per step. * * Drag is applied only when `acceleration` is zero. * * @method Phaser.Physics.Arcade.Components.Drag#setDragX * @since 3.0.0 * * @param {number} value - The amount of horizontal drag to apply. * * @return {this} This Game Object. */ setDragX: function (value) { this.body.drag.x = value; return this; }, /** * Sets the body's vertical drag. * * Drag can be considered as a form of deceleration that will return the velocity of a body back to zero over time. * It is the absolute loss of velocity due to movement, in pixels per second squared. * The x and y components are applied separately. * * When `useDamping` is true, this is 1 minus the damping factor. * A value of 1 means the Body loses no velocity. * A value of 0.95 means the Body loses 5% of its velocity per step. * A value of 0.5 means the Body loses 50% of its velocity per step. * * Drag is applied only when `acceleration` is zero. * * @method Phaser.Physics.Arcade.Components.Drag#setDragY * @since 3.0.0 * * @param {number} value - The amount of vertical drag to apply. * * @return {this} This Game Object. */ setDragY: function (value) { this.body.drag.y = value; return this; }, /** * If this Body is using `drag` for deceleration this function controls how the drag is applied. * If set to `true` drag will use a damping effect rather than a linear approach. If you are * creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in * the game Asteroids) then you will get a far smoother and more visually correct deceleration * by using damping, avoiding the axis-drift that is prone with linear deceleration. * * If you enable this property then you should use far smaller `drag` values than with linear, as * they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow * deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately. * * @method Phaser.Physics.Arcade.Components.Drag#setDamping * @since 3.10.0 * * @param {boolean} value - `true` to use damping for deceleration, or `false` to use linear deceleration. * * @return {this} This Game Object. */ setDamping: function (value) { this.body.useDamping = value; return this; } }; module.exports = Drag;