velocityFromAngle(angle, speed, point) → {Phaser.Point}
Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
angle | number | The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative) | ||
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 velocity. |
Returns
- A Point where point.x contains the velocity x value and point.y contains the velocity y value.
- Source code: physics/arcade/World.js (Line 1772)
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