Matter

class Example extends Phaser.Scene
{
    controls;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.spritesheet('balls', 'assets/sprites/balls.png', { frameWidth: 17, frameHeight: 17 });
        this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes.json');
        this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png');
    }

    create ()
    {
        const map = this.make.tilemap({ key: 'map' });
        const tileset = map.addTilesetImage('kenny_platformer_64x64');
        const layer = map.createLayer(0, tileset, 0, 0);

        // Set colliding tiles before converting the layer to Matter bodies!
        map.setCollisionByExclusion([ -1, 0 ]);

        // Convert the layer. Any colliding tiles will be given a Matter body.
        // If a tile has collision shapes from Tiled, these will be loaded. If
        // not, a default rectangle body will be used.
        // The body will be accessible via tile.physics.matterBody.
        this.matter.world.convertTilemapLayer(layer);

        this.matter.world.setBounds(map.widthInPixels, map.heightInPixels);

        // Drop bouncy, Matter balls on pointer down
        this.input.on('pointerdown', function ()
        {
            const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main);
            for (let i = 0; i < 4; i++)
            {
                const x = worldPoint.x + Phaser.Math.RND.integerInRange(-5, 5);
                const y = worldPoint.y + Phaser.Math.RND.integerInRange(-5, 5);
                const frame = Phaser.Math.RND.integerInRange(0, 5);
                this.matter.add.image(x, y, 'balls', frame, { restitution: 1 });
            }
        }, this);

        this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
        this.cameras.main.setScroll(95, 0);

        const cursors = this.input.keyboard.createCursorKeys();
        const controlConfig = {
            camera: this.cameras.main,
            left: cursors.left,
            right: cursors.right,
            up: cursors.up,
            down: cursors.down,
            speed: 0.5
        };
        this.controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);

        const help = this.add.text(16, 16, 'Left-click to drop balls.\nArrows to scroll.', {
            fontSize: '18px',
            padding: { x: 10, y: 5 },
            backgroundColor: '#000000',
            fill: '#ffffff'
        });
        help.setScrollFactor(0);
    }

    update (time, delta)
    {
        this.controls.update(delta);
    }
}

const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    backgroundColor: '#000000',
    parent: 'phaser-example',
    physics: {
        default: 'matter',
        matter: {
            gravity: { y: 1 },
            enableSleep: true
        }
    },
    scene: Example
};

const game = new Phaser.Game(config);