class Example extends Phaser.Scene { constructor() { super(); } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('bg', 'assets/skies/gradient8.png'); this.load.atlas('blocks', 'assets/sprites/blocks.png', 'assets/sprites/blocks.json'); } create () { this.add.image(400, 300, 'bg'); this.add.text(16, 16, 'Drag the Sprites horizontally').setFontSize(24).setShadow(1, 1); const block1 = this.add.sprite(400, 150, 'blocks', 'metal'); const block2 = this.add.sprite(400, 300, 'blocks', 'platform'); const block3 = this.add.sprite(400, 450, 'blocks', 'wooden'); block1.setInteractive({ draggable: true }); block2.setInteractive({ draggable: true }); block3.setInteractive({ draggable: true }); this.input.on('drag', (pointer, gameObject, dragX) => { // By clamping dragX we can keep it within // whatever bounds we need dragX = Phaser.Math.Clamp(dragX, 100, 700); // By only applying the dragX we can limit the drag // to be horizontal only gameObject.x = dragX; }); } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', scene: Example }; const game = new Phaser.Game(config);
Scan to open on your mobile device
class Example extends Phaser.Scene { constructor() { super(); } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('bg', 'assets/skies/gradient8.png'); this.load.atlas('blocks', 'assets/sprites/blocks.png', 'assets/sprites/blocks.json'); } create () { this.add.image(400, 300, 'bg'); this.add.text(16, 16, 'Drag the Sprites horizontally').setFontSize(24).setShadow(1, 1); const block1 = this.add.sprite(400, 150, 'blocks', 'metal'); const block2 = this.add.sprite(400, 300, 'blocks', 'platform'); const block3 = this.add.sprite(400, 450, 'blocks', 'wooden'); block1.setInteractive({ draggable: true }); block2.setInteractive({ draggable: true }); block3.setInteractive({ draggable: true }); this.input.on('drag', (pointer, gameObject, dragX) => { // By clamping dragX we can keep it within // whatever bounds we need dragX = Phaser.Math.Clamp(dragX, 100, 700); // By only applying the dragX we can limit the drag // to be horizontal only gameObject.x = dragX; }); } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', scene: Example }; const game = new Phaser.Game(config);