silver-fang-mini-game/node_modules/phaser/plugins/impact/components/Velocity.js
2024-10-27 19:54:14 +02:00

95 lines
2.3 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Impact Velocity component.
* Should be applied as a mixin.
*
* @namespace Phaser.Physics.Impact.Components.Velocity
* @since 3.0.0
*/
var Velocity = {
/**
* Sets the horizontal velocity of the physics body.
*
* @method Phaser.Physics.Impact.Components.Velocity#setVelocityX
* @since 3.0.0
*
* @param {number} x - The horizontal velocity value.
*
* @return {this} This Game Object.
*/
setVelocityX: function (x)
{
this.vel.x = x;
return this;
},
/**
* Sets the vertical velocity of the physics body.
*
* @method Phaser.Physics.Impact.Components.Velocity#setVelocityY
* @since 3.0.0
*
* @param {number} y - The vertical velocity value.
*
* @return {this} This Game Object.
*/
setVelocityY: function (y)
{
this.vel.y = y;
return this;
},
/**
* Sets the horizontal and vertical velocities of the physics body.
*
* @method Phaser.Physics.Impact.Components.Velocity#setVelocity
* @since 3.0.0
*
* @param {number} x - The horizontal velocity value.
* @param {number} [y=x] - The vertical velocity value. If not given, defaults to the horizontal value.
*
* @return {this} This Game Object.
*/
setVelocity: function (x, y)
{
if (y === undefined) { y = x; }
this.vel.x = x;
this.vel.y = y;
return this;
},
/**
* Sets the maximum velocity this body can travel at.
*
* @method Phaser.Physics.Impact.Components.Velocity#setMaxVelocity
* @since 3.0.0
*
* @param {number} x - The maximum allowed horizontal velocity.
* @param {number} [y=x] - The maximum allowed vertical velocity. If not given, defaults to the horizontal value.
*
* @return {this} This Game Object.
*/
setMaxVelocity: function (x, y)
{
if (y === undefined) { y = x; }
this.maxVel.x = x;
this.maxVel.y = y;
return this;
}
};
module.exports = Velocity;