---
title: "Phaser.Physics.Arcade.Components.Bounce"
docs: "Phaser v3.88.2"
url: https://phaser.io/oss/docs/api-documentation/3.88.2/namespace/physics-arcade-components-bounce
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Phaser.Physics.Arcade.Components.Bounce

Scope: 
static
> Source: [src/physics/arcade/components/Bounce.js#L7](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/arcade/components/Bounce.js#L7)  
Since: 3.0.0

## Static functions

### setBounce

#### \<instance> setBounce(x, [y])


**Description:**

Sets the bounce values of this body.



Bounce is the amount of restitution, or elasticity, the body has when it collides with another object.

A value of 1 means that it will retain its full velocity after the rebound. A value of 0 means it will not rebound at all.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| x | number | No |  | The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1. |
| y | number | Yes | "x" | The amount of vertical bounce to apply on collision. A float, typically between 0 and 1. |


**Returns:** [Phaser.Physics.Arcade.Components.Bounce](https://phaser.io/oss/docs/api-documentation/3.88.2/namespace/physics-arcade-components-bounce.md) - This Game Object.


> Source: [src/physics/arcade/components/Bounce.js#L15](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/arcade/components/Bounce.js#L15)  
Since: 3.0.0


---

### setBounceX

#### \<instance> setBounceX(value)


**Description:**

Sets the horizontal bounce value for this body.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| value | number | No | The amount of horizontal bounce to apply on collision. A float, typically between 0 and 1. |


**Returns:** [Phaser.Physics.Arcade.Components.Bounce](https://phaser.io/oss/docs/api-documentation/3.88.2/namespace/physics-arcade-components-bounce.md) - This Game Object.


> Source: [src/physics/arcade/components/Bounce.js#L36](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/arcade/components/Bounce.js#L36)  
Since: 3.0.0


---

### setBounceY

#### \<instance> setBounceY(value)


**Description:**

Sets the vertical bounce value for this body.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| value | number | No | The amount of vertical bounce to apply on collision. A float, typically between 0 and 1. |


**Returns:** [Phaser.Physics.Arcade.Components.Bounce](https://phaser.io/oss/docs/api-documentation/3.88.2/namespace/physics-arcade-components-bounce.md) - This Game Object.


> Source: [src/physics/arcade/components/Bounce.js#L53](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/arcade/components/Bounce.js#L53)  
Since: 3.0.0


---

### setCollideWorldBounds

#### \<instance> setCollideWorldBounds([value], [bounceX], [bounceY], [onWorldBounds])


**Description:**

Sets whether this Body collides with the world boundary.



Optionally also sets the World Bounce values. If the `Body.worldBounce` is null, it's set to a new Phaser.Math.Vector2 first.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| value | boolean | Yes | true | `true` if this body should collide with the world bounds, otherwise `false`. |
| bounceX | number | Yes |  | If given this will be replace the `worldBounce.x` value. |
| bounceY | number | Yes |  | If given this will be replace the `worldBounce.y` value. |
| onWorldBounds | boolean | Yes |  | If given this replaces the Body's `onWorldBounds` value. |


**Returns:** [Phaser.Physics.Arcade.Components.Bounce](https://phaser.io/oss/docs/api-documentation/3.88.2/namespace/physics-arcade-components-bounce.md) - This Game Object.


> Source: [src/physics/arcade/components/Bounce.js#L70](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/arcade/components/Bounce.js#L70)  
Since: 3.0.0


---

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
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- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
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- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
