text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2019 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  /**
   * The Impact Acceleration component.
   * Should be applied as a mixin.
   *
   * @name Phaser.Physics.Impact.Components.Acceleration
   * @since 3.0.0
   */
  var Acceleration = {
  
      /**
       * Sets the horizontal acceleration of this body.
       *
       * @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationX
       * @since 3.0.0
       *
       * @param {number} x - The amount of acceleration to apply.
       *
       * @return {this} This Game Object.
       */
      setAccelerationX: function (x)
      {
          this.accel.x = x;
  
          return this;
      },
  
      /**
       * Sets the vertical acceleration of this body.
       *
       * @method Phaser.Physics.Impact.Components.Acceleration#setAccelerationY
       * @since 3.0.0
       *
       * @param {number} y - The amount of acceleration to apply.
       *
       * @return {this} This Game Object.
       */
      setAccelerationY: function (y)
      {
          this.accel.y = y;
  
          return this;
      },
  
      /**
       * Sets the horizontal and vertical acceleration of this body.
       *
       * @method Phaser.Physics.Impact.Components.Acceleration#setAcceleration
       * @since 3.0.0
       *
       * @param {number} x - The amount of horizontal acceleration to apply.
       * @param {number} y - The amount of vertical acceleration to apply.
       *
       * @return {this} This Game Object.
       */
      setAcceleration: function (x, y)
      {
          this.accel.x = x;
          this.accel.y = y;
  
          return this;
      }
  
  };
  
  module.exports = Acceleration;
  