Sets the angular acceleration of the body.
In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.
The amount of angular acceleration, in degrees per second squared.
This Game Object.
Sets the angular drag of the body. Drag is applied to the current velocity, providing a form of deceleration.
The amount of drag, in degrees per second squared.
This Game Object.
Sets the angular velocity of the body.
In Arcade Physics, bodies cannot rotate. They are always axis-aligned. However, they can have angular motion, which is passed on to the Game Object bound to the body, causing them to visually rotate, even though the body remains axis-aligned.
The amount of angular velocity, in degrees per second.
This Game Object.
Provides methods used for setting the angular velocity, acceleration, and drag properties of an Arcade Physics Body.