accelerationFromRotation(rotation, speed, point) → {Phaser.Point}
Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.
One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
rotation | number | The angle in radians. | ||
speed | number | <optional> | 60 | The speed it will move, in pixels per second sq. |
point | Phaser.Point | object | <optional> | The Point object in which the x and y properties will be set to the calculated acceleration. |
Returns
- A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.
- Source code: physics/arcade/World.js (Line 1810)
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