Phaser.Physics.Arcade.Components.Angular

Scope: static

Source: src/physics/arcade/components/Angular.js#L7
Since: 3.0.0

Methods:

Public Members

setAngularAcceleration

<instance> setAngularAcceleration(value)

Description:

Sets the angular acceleration of the body.

In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.

Parameters:

nametypeoptionaldescription
valuenumberNoThe amount of angular acceleration.

Returns: Phaser.Physics.Arcade.Components.Angular - This Game Object.

Source: src/physics/arcade/components/Angular.js#L36
Since: 3.0.0


setAngularDrag

<instance> setAngularDrag(value)

Description:

Sets the angular drag of the body. Drag is applied to the current velocity, providing a form of deceleration.

Parameters:

nametypeoptionaldescription
valuenumberNoThe amount of drag.

Returns: Phaser.Physics.Arcade.Components.Angular - This Game Object.

Source: src/physics/arcade/components/Angular.js#L57
Since: 3.0.0


setAngularVelocity

<instance> setAngularVelocity(value)

Description:

Sets the angular velocity of the body.

In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.

Parameters:

nametypeoptionaldescription
valuenumberNoThe amount of angular velocity.

Returns: Phaser.Physics.Arcade.Components.Angular - This Game Object.

Source: src/physics/arcade/components/Angular.js#L15
Since: 3.0.0


Private Members

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