---
title: "Phaser.Physics.Matter.Components.Bounce"
docs: "Phaser v4.1.0"
url: https://phaser.io/oss/docs/api-documentation/namespace/physics-matter-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.Matter.Components.Bounce

Scope: 
static
> Source: [src/physics/matter-js/components/Bounce.js#L7](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/matter-js/components/Bounce.js#L7)  
Since: 3.0.0

## Static functions

### setBounce

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


**Description:**

Sets the restitution (bounciness) of this Game Object's Matter.js physics body. This controls how much of the body's kinetic energy is preserved after a collision.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| value | number | No | A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1). A value of 0 means collisions may be perfectly inelastic and no bouncing may occur. A value of 0.8 means the body may bounce back with approximately 80% of its kinetic energy. Note that collision response is based on pairs of bodies, and that restitution values are combined with the following formula: `Math.max(bodyA.restitution, bodyB.restitution)` |


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


> Source: [src/physics/matter-js/components/Bounce.js#L21](https://github.com/phaserjs/phaser/blob/v4.1.0/src/physics/matter-js/components/Bounce.js#L21)  
Since: 3.0.0


---

---

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