/** * @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.Friction * @since 3.0.0 */ declare var Friction: { /** * [description] * * @method Phaser.Physics.Arcade.Components.Friction#setFriction * @since 3.0.0 * * @param {number} x - [description] * @param {number} [y=x] - [description] * * @return {this} This Game Object. */ setFriction: (x: any, y: any) => any; /** * [description] * * @method Phaser.Physics.Arcade.Components.Friction#setFrictionX * @since 3.0.0 * * @param {number} x - [description] * * @return {this} This Game Object. */ setFrictionX: (x: any) => any; /** * [description] * * @method Phaser.Physics.Arcade.Components.Friction#setFrictionY * @since 3.0.0 * * @param {number} y - [description] * * @return {this} This Game Object. */ setFrictionY: (y: any) => any; };