var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: {debug: true} }, scene: { preload: preload, create: create } }; var sprite; var group; new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('mushroom', 'assets/sprites/mushroom2.png'); this.load.image('ball', 'assets/sprites/shinyball.png'); } function create () { sprite = this.physics.add.image(400, 300, 'mushroom'); group = this.physics.add.staticGroup({ key: 'ball', frameQuantity: 30 }); Phaser.Actions.PlaceOnRectangle(group.getChildren(), new Phaser.Geom.Rectangle(84, 84, 616, 416)); // We need to call this because placeOnRectangle has changed the coordinates of all the children // If we don't call it, the static physics bodies won't be updated to reflect them group.refresh(); sprite.setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true).setGravityY(200); var collider = this.physics.add.collider(sprite, group, null, function () { this.physics.world.removeCollider(collider); }, this); }
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var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: {debug: true} }, scene: { preload: preload, create: create } }; var sprite; var group; new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('mushroom', 'assets/sprites/mushroom2.png'); this.load.image('ball', 'assets/sprites/shinyball.png'); } function create () { sprite = this.physics.add.image(400, 300, 'mushroom'); group = this.physics.add.staticGroup({ key: 'ball', frameQuantity: 30 }); Phaser.Actions.PlaceOnRectangle(group.getChildren(), new Phaser.Geom.Rectangle(84, 84, 616, 416)); // We need to call this because placeOnRectangle has changed the coordinates of all the children // If we don't call it, the static physics bodies won't be updated to reflect them group.refresh(); sprite.setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true).setGravityY(200); var collider = this.physics.add.collider(sprite, group, null, function () { this.physics.world.removeCollider(collider); }, this); }