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PhysicsMaterial

physics material

TypeNameInterface Description
Variablesbounciness: number

Function: Gets the bounciness (also elasticity).

VariablesdynamicFriction: number

Function: Gets the dynamic friction.

VariablesstaticFriction: number

Function: Gets the static friction.

Functionsconstructor()

Examples

constructor()

let obj = new APJS.PhysicsMaterial();

Use Case

Tap to drop a ball/coin that bounces multiple times on a static floor — full Physics Matter resource flow (DSL: add_builtin_resource → set_resource_properties →…

@component()
export class TapToDropBouncy extends APJS.BasicScriptComponent {
private rb: APJS.RigidBody2D | null = null;
private collider: APJS.CircleCollider2D | null = null;
private touchCallback: ((event: APJS.IEvent) => void) | null = null;
private collisionCallback: ((event: APJS.IEvent) => void) | null = null;
private dropped = false;
private bounceCount = 0;

onStart(): void {
const obj = this.getSceneObject();
this.rb = obj.getComponent("RigidBody2D") as APJS.RigidBody2D;
this.collider = obj.getComponent("CircleCollider2D") as APJS.CircleCollider2D;
if (!this.rb || !this.collider) return;

// emitCollisionEvent is APJS-runtime-only — must set in onStart, not in DSL.
this.collider.emitCollisionEvent = true;

this.touchCallback = (event: APJS.IEvent) => {
const touch = event.args[0] as APJS.TouchData;
if (touch.phase === APJS.TouchPhase.Began && !this.dropped && this.rb) {
this.dropped = true;
this.rb.static = false; // gravity now applies
}
};
APJS.EventManager.getGlobalEmitter().on(APJS.EventType.Touch, this.touchCallback);

this.collisionCallback = (event: APJS.IEvent) => {
this.bounceCount++;
// Optional: stop tracking after 5 bounces, or play SFX, or update score, etc.
if (this.bounceCount === 1) console.log("[Bouncy] first impact");
};
const emitter = APJS.EventManager.getObjectEmitter(this.collider);
emitter.on(APJS.CollisionEvent2D.Enter, this.collisionCallback, this);
}

onDestroy(): void {
if (this.touchCallback) {
APJS.EventManager.getGlobalEmitter().off(APJS.EventType.Touch, this.touchCallback);
}
if (this.collisionCallback && this.collider) {
APJS.EventManager.getObjectEmitter(this.collider).off(APJS.CollisionEvent2D.Enter, this.collisionCallback, this);
}
}
}
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