class Example extends Phaser.Scene { player; cursors; create () { this.player = this.add.rectangle(400, 300, 64, 64, 0xffffff); this.physics.add.existing(this.player, false); this.cursors = this.input.keyboard.createCursorKeys(); this.player.body.setCollideWorldBounds(true); } update () { this.player.body.setVelocity(0); if (this.cursors.left.isDown) { this.player.body.setVelocityX(-300); } else if (this.cursors.right.isDown) { this.player.body.setVelocityX(300); } if (this.cursors.up.isDown) { this.player.body.setVelocityY(-300); } else if (this.cursors.down.isDown) { this.player.body.setVelocityY(300); } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', backgroundColor: '#0072bc', width: 800, height: 600, physics: { default: 'arcade', arcade: { debug: true } }, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { player; cursors; create () { this.player = this.add.rectangle(400, 300, 64, 64, 0xffffff); this.physics.add.existing(this.player, false); this.cursors = this.input.keyboard.createCursorKeys(); this.player.body.setCollideWorldBounds(true); } update () { this.player.body.setVelocity(0); if (this.cursors.left.isDown) { this.player.body.setVelocityX(-300); } else if (this.cursors.right.isDown) { this.player.body.setVelocityX(300); } if (this.cursors.up.isDown) { this.player.body.setVelocityY(-300); } else if (this.cursors.down.isDown) { this.player.body.setVelocityY(300); } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', backgroundColor: '#0072bc', width: 800, height: 600, physics: { default: 'arcade', arcade: { debug: true } }, scene: Example }; const game = new Phaser.Game(config);