change Emitter's particleDrag property to particleFriction to match the changes to the physics engine

This commit is contained in:
jcs
2014-01-13 20:29:16 -08:00
parent 6cde583e82
commit b4e767161b
+4 -5
View File
@@ -123,10 +123,10 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.particleClass = null;
/**
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
* The friction component of particles launched from the emitter.
* @property {number} particleFriction
*/
this.particleDrag = new Phaser.Point();
this.particleFriction = 0;
/**
* The angular drag component of particles launched from the emitter if they are rotating.
@@ -477,8 +477,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
particle.scale.setTo(scale, scale);
}
particle.body.drag.x = this.particleDrag.x;
particle.body.drag.y = this.particleDrag.y;
particle.body.friction = this.particleFriction;
particle.body.angularDrag = this.angularDrag;
}