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);
}
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);
}