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Expand file tree Collapse file tree Original file line number Diff line number Diff line change @@ -335,10 +335,11 @@ var Body = new Class({
335335 /**
336336 * When `useDamping` is false (the default), this is absolute loss of velocity due to movement, in pixels per second squared.
337337 *
338- * When `useDamping` is true, this is 1 minus the damping factor.
338+ * When `useDamping` is true, this is a damping multiplier between 0 and 1.
339+ * A value of 0 means the Body stops instantly.
340+ * A value of 0.01 mean the Body loses 99% of its velocity per second.
341+ * A value of 0.1 means the Body loses 90% of its velocity per second.
339342 * A value of 1 means the Body loses no velocity.
340- * A value of 0.95 means the Body loses 5% of its velocity per step.
341- * A value of 0.5 means the Body loses 50% of its velocity per step.
342343 *
343344 * The x and y components are applied separately.
344345 *
@@ -486,8 +487,8 @@ var Body = new Class({
486487 * by using damping, avoiding the axis-drift that is prone with linear deceleration.
487488 *
488489 * If you enable this property then you should use far smaller `drag` values than with linear, as
489- * they are used as a multiplier on the velocity. Values such as 0.95 will give a nice slow
490- * deceleration, where-as smaller values, such as 0.5 will stop an object almost immediately .
490+ * they are used as a multiplier on the velocity. Values such as 0.05 will give a nice slow
491+ * deceleration.
491492 *
492493 * @name Phaser.Physics.Arcade.Body#useDamping
493494 * @type {boolean }
Original file line number Diff line number Diff line change @@ -1248,6 +1248,7 @@ var World = new Class({
12481248 if ( useDamping )
12491249 {
12501250 // Damping based deceleration
1251+ dragX = Math . pow ( dragX , delta ) ;
12511252
12521253 velocityX *= dragX ;
12531254
@@ -1287,6 +1288,8 @@ var World = new Class({
12871288 if ( useDamping )
12881289 {
12891290 // Damping based deceleration
1291+ dragY = Math . pow ( dragY , delta ) ;
1292+
12901293 velocityY *= dragY ;
12911294
12921295 speed = Math . sqrt ( velocityX * velocityX + velocityY * velocityY ) ;
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