arcade physics/angular acceleration

 
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });

function preload() {
    game.load.image('arrow', 'assets/sprites/arrow.png');
}

var sprite;

function create() {

    game.physics.startSystem(Phaser.Physics.ARCADE);
    
    game.stage.backgroundColor = '#0072bc';

    sprite = game.add.sprite(400, 300, 'arrow');
    sprite.anchor.setTo(0.5, 0.5);

    game.physics.enable(sprite, Phaser.Physics.ARCADE);

    //  We'll set a lower max angular velocity here to keep it from going totally nuts
    sprite.body.maxAngular = 500;

    //  Apply a drag otherwise the sprite will just spin and never slow down
    sprite.body.angularDrag = 50;

}

function update() {

    //  Reset the acceleration
    sprite.body.angularAcceleration = 0;

    //  Apply acceleration if the left/right arrow keys are held down
    if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
    {
        sprite.body.angularAcceleration -= 200;
    }
    else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
    {
        sprite.body.angularAcceleration += 200;
    }

}

function render() {

    game.debug.spriteInfo(sprite, 32, 32);
    game.debug.text('angularVelocity: ' + sprite.body.angularVelocity, 32, 200);
    game.debug.text('angularAcceleration: ' + sprite.body.angularAcceleration, 32, 232);
    game.debug.text('angularDrag: ' + sprite.body.angularDrag, 32, 264);
    game.debug.text('deltaZ: ' + sprite.body.deltaZ(), 32, 296);

}