class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.glsl('bundle', 'assets/shaders/bundle2.glsl.js'); } create () { // Our dynamic shader that will bounce around const block = this.add.shader('Marble', 100, 100, 32 * 4, 32 * 2); this.physics.add.existing(block, false); block.body.setVelocity(130, 180); block.body.setBounce(1, 1); block.body.setCollideWorldBounds(true); // Our static shader that will just receive collide events const staticBlock = this.add.shader('Plasma', 400, 300, 32 * 3, 32 * 8); this.physics.add.existing(staticBlock, true); this.physics.add.collider(block, staticBlock); } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: true, gravity: { y: 200 } } }, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.glsl('bundle', 'assets/shaders/bundle2.glsl.js'); } create () { // Our dynamic shader that will bounce around const block = this.add.shader('Marble', 100, 100, 32 * 4, 32 * 2); this.physics.add.existing(block, false); block.body.setVelocity(130, 180); block.body.setBounce(1, 1); block.body.setCollideWorldBounds(true); // Our static shader that will just receive collide events const staticBlock = this.add.shader('Plasma', 400, 300, 32 * 3, 32 * 8); this.physics.add.existing(staticBlock, true); this.physics.add.collider(block, staticBlock); } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: true, gravity: { y: 200 } } }, scene: Example }; const game = new Phaser.Game(config);