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* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
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* @property {Phaser.Point} velocity - The velocity, or rate of change in speed of the Body. Measured in pixels per second.
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*/
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this.velocity=newPhaser.Point();
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/**
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* @property {Phaser.Point} newVelocity - New velocity.
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* @property {Phaser.Point} newVelocity - The new velocity. Calculated during the Body.preUpdate and applied to its position.
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* @readonly
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*/
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this.newVelocity=newPhaser.Point(0,0);
@@ -128,7 +130,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.deltaMax=newPhaser.Point(0,0);
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/**
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* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
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* @property {Phaser.Point} acceleration - The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
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*/
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this.acceleration=newPhaser.Point();
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@@ -149,7 +151,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.gravity=newPhaser.Point(0,0);
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/**
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* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
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* @property {Phaser.Point} bounce - The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
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*/
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this.bounce=newPhaser.Point();
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@@ -165,37 +167,37 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.friction=newPhaser.Point(1,0);
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/**
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* @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body.
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* @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in radians per second.
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* @default
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*/
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this.angularVelocity=0;
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/**
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* @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body.
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* @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in radians per second squared.
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* @default
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*/
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this.angularAcceleration=0;
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/**
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* @property {number} angularDrag - The angular drag applied to the rotation of the Body.
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* @property {number} angularDrag - The drag applied during the rotation of the Body.
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* @default
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*/
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this.angularDrag=0;
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/**
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* @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach.
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* @property {number} maxAngular - The maximum angular velocity in radians per second that the Body can reach.
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* @default
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*/
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this.maxAngular=1000;
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/**
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* @property {number} mass - The mass of the Body.
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* @property {number} mass - The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.
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* @default
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*/
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this.mass=1;
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/**
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* @property {number} angle - The angle of the Body in radians as calculated by its velocity, rather than its visual angle.
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* @property {number} angle - The angle of the Body in radians, as calculated by its angularVelocity.
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