var config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('ball', 'assets/sprites/spikedball.png'); } function create () { var shape = new Phaser.Geom.Circle(48, 48, 48); var ball1 = this.add.image(200, 300, 'ball').setInteractive(shape, handler); var ball2 = this.add.image(400, 300, 'ball').setInteractive(shape, handler); var ball3 = this.add.image(600, 300, 'ball').setInteractive(shape, handler); ball1.on('pointerdown', function () { this.setTint(Math.random() * 16000000); }); ball2.on('pointerdown', function () { this.setTint(Math.random() * 16000000); }); ball3.on('pointerdown', function () { this.setTint(Math.random() * 16000000); }); } function handler (shape, x, y, gameObject) { if (shape.radius > 0 && x >= shape.left && x <= shape.right && y >= shape.top && y <= shape.bottom) { var dx = (shape.x - x) * (shape.x - x); var dy = (shape.y - y) * (shape.y - y); return (dx + dy) <= (shape.radius * shape.radius); } else { return false; } }
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var config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('ball', 'assets/sprites/spikedball.png'); } function create () { var shape = new Phaser.Geom.Circle(48, 48, 48); var ball1 = this.add.image(200, 300, 'ball').setInteractive(shape, handler); var ball2 = this.add.image(400, 300, 'ball').setInteractive(shape, handler); var ball3 = this.add.image(600, 300, 'ball').setInteractive(shape, handler); ball1.on('pointerdown', function () { this.setTint(Math.random() * 16000000); }); ball2.on('pointerdown', function () { this.setTint(Math.random() * 16000000); }); ball3.on('pointerdown', function () { this.setTint(Math.random() * 16000000); }); } function handler (shape, x, y, gameObject) { if (shape.radius > 0 && x >= shape.left && x <= shape.right && y >= shape.top && y <= shape.bottom) { var dx = (shape.x - x) * (shape.x - x); var dy = (shape.y - y) * (shape.y - y); return (dx + dy) <= (shape.radius * shape.radius); } else { return false; } }