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Expand file tree Collapse file tree Original file line number Diff line number Diff line change @@ -2072,6 +2072,31 @@ var Body = new Class({
20722072 return this ;
20732073 } ,
20742074
2075+ /**
2076+ * If this Body is using `drag` for deceleration this property controls how the drag is applied.
2077+ * If set to `true` drag will use a damping effect rather than a linear approach. If you are
2078+ * creating a game where the Body moves freely at any angle (i.e. like the way the ship moves in
2079+ * the game Asteroids) then you will get a far smoother and more visually correct deceleration
2080+ * by using damping, avoiding the axis-drift that is prone with linear deceleration.
2081+ *
2082+ * If you enable this property then you should use far smaller `drag` values than with linear, as
2083+ * they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow
2084+ * deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately.
2085+ *
2086+ * @method Phaser.Physics.Arcade.Body#setDamping
2087+ * @since 3.50.0
2088+ *
2089+ * @param {boolean } value - `true` to use damping, or `false` to use drag.
2090+ *
2091+ * @return {Phaser.Physics.Arcade.Body } This Body object.
2092+ */
2093+ setDamping : function ( value )
2094+ {
2095+ this . useDamping = value ;
2096+
2097+ return this ;
2098+ } ,
2099+
20752100 /**
20762101 * Sets the Body's horizontal drag.
20772102 *
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