var config = { type: Phaser.AUTO, parent: 'phaser-example', backgroundColor: '#0072bc', physics: { default: 'arcade', arcade: { debug: true } }, scene: { create: create, update: update } }; var cursors; var player; var game = new Phaser.Game(config); function create () { player = this.add.rectangle(400, 300, 64, 64, 0xffffff); this.physics.add.existing(player, false); cursors = this.input.keyboard.createCursorKeys(); player.body.setCollideWorldBounds(true); } function update () { player.body.setVelocity(0); if (cursors.left.isDown) { player.body.setVelocityX(-300); } else if (cursors.right.isDown) { player.body.setVelocityX(300); } if (cursors.up.isDown) { player.body.setVelocityY(-300); } else if (cursors.down.isDown) { player.body.setVelocityY(300); } }
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var config = { type: Phaser.AUTO, parent: 'phaser-example', backgroundColor: '#0072bc', physics: { default: 'arcade', arcade: { debug: true } }, scene: { create: create, update: update } }; var cursors; var player; var game = new Phaser.Game(config); function create () { player = this.add.rectangle(400, 300, 64, 64, 0xffffff); this.physics.add.existing(player, false); cursors = this.input.keyboard.createCursorKeys(); player.body.setCollideWorldBounds(true); } function update () { player.body.setVelocity(0); if (cursors.left.isDown) { player.body.setVelocityX(-300); } else if (cursors.right.isDown) { player.body.setVelocityX(300); } if (cursors.up.isDown) { player.body.setVelocityY(-300); } else if (cursors.down.isDown) { player.body.setVelocityY(300); } }