var config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 200 } } }, scene: { create: create } }; var game = new Phaser.Game(config); function create () { var r1 = this.add.rectangle(200, 150, 148, 148, 0x6666ff); var r2 = this.add.rectangle(400, 150, 148, 148, 0x9966ff).setStrokeStyle(4, 0xefc53f); this.physics.add.existing(r1); this.physics.add.existing(r2); r1.body.velocity.x = 100; r1.body.velocity.y = 100; r1.body.bounce.x = 1; r1.body.bounce.y = 1; r1.body.collideWorldBounds = true; r2.body.velocity.x = -100; r2.body.velocity.y = 100; r2.body.bounce.x = 1; r2.body.bounce.y = 1; r2.body.collideWorldBounds = true; }
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var config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 200 } } }, scene: { create: create } }; var game = new Phaser.Game(config); function create () { var r1 = this.add.rectangle(200, 150, 148, 148, 0x6666ff); var r2 = this.add.rectangle(400, 150, 148, 148, 0x9966ff).setStrokeStyle(4, 0xefc53f); this.physics.add.existing(r1); this.physics.add.existing(r2); r1.body.velocity.x = 100; r1.body.velocity.y = 100; r1.body.bounce.x = 1; r1.body.bounce.y = 1; r1.body.collideWorldBounds = true; r2.body.velocity.x = -100; r2.body.velocity.y = 100; r2.body.bounce.x = 1; r2.body.bounce.y = 1; r2.body.collideWorldBounds = true; }