From b4e767161b4b08194acb925fc297756247861661 Mon Sep 17 00:00:00 2001 From: jcs Date: Mon, 13 Jan 2014 20:29:16 -0800 Subject: [PATCH] change Emitter's particleDrag property to particleFriction to match the changes to the physics engine --- src/particles/arcade/Emitter.js | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/src/particles/arcade/Emitter.js b/src/particles/arcade/Emitter.js index ab977f69..f309b45d 100644 --- a/src/particles/arcade/Emitter.js +++ b/src/particles/arcade/Emitter.js @@ -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; }