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