/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * [description] * * @name Phaser.Physics.Arcade.Components.Drag * @since 3.0.0 */ declare var Drag: { /** * [description] * * @method Phaser.Physics.Arcade.Components.Drag#setDrag * @since 3.0.0 * * @param {number} x - [description] * @param {number} [y=x] - [description] * * @return {this} This Game Object. */ setDrag: (x: any, y: any) => any; /** * [description] * * @method Phaser.Physics.Arcade.Components.Drag#setDragX * @since 3.0.0 * * @param {number} value - [description] * * @return {this} This Game Object. */ setDragX: (value: any) => any; /** * [description] * * @method Phaser.Physics.Arcade.Components.Drag#setDragY * @since 3.0.0 * * @param {number} value - [description] * * @return {this} This Game Object. */ setDragY: (value: any) => any; /** * [description] * * @method Phaser.Physics.Arcade.Components.Drag#setDamping * @since 3.10.0 * * @param {boolean} value - `true` to use damping for deceleration, or `false` to use linear deceleration. * * @return {this} This Game Object. */ setDamping: (value: any) => any; };