var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 }
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var controls;
var player;
var group;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('chunk', 'assets/sprites/space-baddie.png');
this.load.image('crate', 'assets/sprites/crate.png');
}
function create ()
{
this.physics.world.setBounds(0, 0, 800 * 1, 600 * 1);
var bounds = new Phaser.Geom.Rectangle(30, 30, 300, 540);
group = this.physics.add.group({ immovable: true });
for (var i = 0; i < 50; i++)
{
var pos = bounds.getRandomPoint();
group.create(pos.x, pos.y, 'chunk');
}
cursors = this.input.keyboard.createCursorKeys();
player = this.physics.add.image(600, 300, 'crate');
this.physics.add.collider(player, group);
}
function update ()
{
player.setVelocity(0);
if (cursors.left.isDown)
{
player.setVelocityX(-500);
}
else if (cursors.right.isDown)
{
player.setVelocityX(500);
}
if (cursors.up.isDown)
{
player.setVelocityY(-500);
}
else if (cursors.down.isDown)
{
player.setVelocityY(500);
}
}
var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 }
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var controls;
var player;
var group;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('chunk', 'assets/sprites/space-baddie.png');
this.load.image('crate', 'assets/sprites/crate.png');
}
function create ()
{
this.physics.world.setBounds(0, 0, 800 * 1, 600 * 1);
var bounds = new Phaser.Geom.Rectangle(30, 30, 300, 540);
group = this.physics.add.group({ immovable: true });
for (var i = 0; i < 50; i++)
{
var pos = bounds.getRandomPoint();
group.create(pos.x, pos.y, 'chunk');
}
cursors = this.input.keyboard.createCursorKeys();
player = this.physics.add.image(600, 300, 'crate');
this.physics.add.collider(player, group);
}
function update ()
{
player.setVelocity(0);
if (cursors.left.isDown)
{
player.setVelocityX(-500);
}
else if (cursors.right.isDown)
{
player.setVelocityX(500);
}
if (cursors.up.isDown)
{
player.setVelocityY(-500);
}
else if (cursors.down.isDown)
{
player.setVelocityY(500);
}
}