<reponame>Q-tipwithaface/Q-tip<filename>phaser/src/physics/arcade/components/Bounce.js<gh_stars>0/**
 * @author       Richard Davey <upchh@example.com>
 * @copyright    2013-2023 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Provides methods used for setting the bounce properties of an Arcade Physics Body.
 *
 * @namespace Phaser.Physics.Arcade.Components.Bounce
 * @since 3.0.0
 */
var Bounce = {

    /**
     * Sets the bounce values of this body.
     *
     * Bounce is the amount of restitution, or elasticity, the body has when it collides with another object.
     * A value of 1 means that it will retain its full velocity after the rebound. A value of 0 means it will not rebound at all.
     *
     * @method Phaser.Physics.Arcade.Components.Bounce#setBounce
     * @since 3.0.0
     *
     * @param {number} x - The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1.
     * @param {number} [y=x] - The amount of vertical bounce to apply on collision. A float, typically between 0 and 1.
     *
     * @return {this} This Game Object.
     */
    setBounce: function (x, y)
    {
        this.body.bounce.set(x, y);

        return this;
    },

    /**
     * Sets the horizontal bounce value for this body.
     *
     * @method Phaser.Physics.Arcade.Components.Bounce#setBounceX
     * @since 3.0.0
     *
     * @param {number} value - The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1.
     *
     * @return {this} This Game Object.
     */
    setBounceX: function (value)
    {
        this.body.bounce.x = value;

        return this;
    },

    /**
     * Sets the vertical bounce value for this body.
     *
     * @method Phaser.Physics.Arcade.Components.Bounce#setBounceY
     * @since 3.0.0
     *
     * @param {number} value - The amount of vertical bounce to apply on collision. A float, typically between 0 and 1.
     *
     * @return {this} This Game Object.
     */
    setBounceY: function (value)
    {
        this.body.bounce.y = value;

        return this;
    },

    /**
     * Sets whether this Body collides with the world boundary.
     *
     * Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Phaser.Math.Vector2 first.
     *
     * @method Phaser.Physics.Arcade.Components.Bounce#setCollideWorldBounds
     * @since 3.0.0
     *
     * @param {boolean} [value=true] - `true` if this body should collide with the world bounds, otherwise `false`.
     * @param {number} [bounceX] - If given this will be replace the `worldBounce.x` value.
     * @param {number} [bounceY] - If given this will be replace the `worldBounce.y` value.
     * @param {boolean} [onWorldBounds] - If given this replaces the Body's `onWorldBounds` value.
     *
     * @return {this} This Game Object.
     */
    setCollideWorldBounds: function (value, bounceX, bounceY, onWorldBounds)
    {
        this.body.setCollideWorldBounds(value, bounceX, bounceY, onWorldBounds);

        return this;
    }

};

module.exports = Bounce;
