class Example extends Phaser.Scene { create () { this.matter.world.setBounds().disableGravity(); const arrow = '40 0 40 20 100 20 100 80 40 80 40 100 0 50'; const chevron = '100 0 75 50 100 100 25 100 0 50 25 0'; const star = '50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'; { const poly = this.add.polygon(400, 300, arrow, 0x0000ff, 0.2); this.matter.add.gameObject(poly, { shape: { type: 'fromVerts', verts: arrow, flagInternal: true } }); poly.setVelocity(6, 3); poly.setAngularVelocity(0.01); poly.setBounce(1); poly.setFriction(0, 0, 0); } { const poly = this.add.polygon(400, 100, chevron, 0xff0000, 0.2); this.matter.add.gameObject(poly, { shape: { type: 'fromVerts', verts: chevron, flagInternal: true } }); poly.setVelocity(6, 3); poly.setAngularVelocity(0.01); poly.setBounce(1); poly.setFriction(0, 0, 0); } { const poly = this.add.polygon(600, 400, star, 0x00ff00, 0.2); this.matter.add.gameObject(poly, { shape: { type: 'fromVerts', verts: star, flagInternal: true } }); poly.setVelocity(4, -2); poly.setBounce(1); poly.setFriction(0, 0, 0); poly.setFrictionAir(0.005); } } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#efefef', parent: 'phaser-example', physics: { default: 'matter', matter: { debug: true } }, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { create () { this.matter.world.setBounds().disableGravity(); const arrow = '40 0 40 20 100 20 100 80 40 80 40 100 0 50'; const chevron = '100 0 75 50 100 100 25 100 0 50 25 0'; const star = '50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'; { const poly = this.add.polygon(400, 300, arrow, 0x0000ff, 0.2); this.matter.add.gameObject(poly, { shape: { type: 'fromVerts', verts: arrow, flagInternal: true } }); poly.setVelocity(6, 3); poly.setAngularVelocity(0.01); poly.setBounce(1); poly.setFriction(0, 0, 0); } { const poly = this.add.polygon(400, 100, chevron, 0xff0000, 0.2); this.matter.add.gameObject(poly, { shape: { type: 'fromVerts', verts: chevron, flagInternal: true } }); poly.setVelocity(6, 3); poly.setAngularVelocity(0.01); poly.setBounce(1); poly.setFriction(0, 0, 0); } { const poly = this.add.polygon(600, 400, star, 0x00ff00, 0.2); this.matter.add.gameObject(poly, { shape: { type: 'fromVerts', verts: star, flagInternal: true } }); poly.setVelocity(4, -2); poly.setBounce(1); poly.setFriction(0, 0, 0); poly.setFrictionAir(0.005); } } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#efefef', parent: 'phaser-example', physics: { default: 'matter', matter: { debug: true } }, scene: Example }; const game = new Phaser.Game(config);