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.
The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1.
Optionaly: numberThe amount of vertical bounce to apply on collision. A float, typically between 0 and 1. Default x.
Sets the horizontal bounce value for this body.
The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1.
Sets the vertical bounce value for this body.
The amount of vertical bounce to apply on collision. A float, typically between 0 and 1.
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.
Optionalvalue: booleantrue if this body should collide with the world bounds, otherwise false. Default true.
OptionalbounceX: numberIf given this will be replace the worldBounce.x value.
OptionalbounceY: numberIf given this will be replace the worldBounce.y value.
OptionalonWorldBounds: booleanIf given this replaces the Body's onWorldBounds value.
Provides methods used for setting the bounce properties of an Arcade Physics Body.