var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: false } }, scene: { preload: preload, create: create, update: update } }; new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('block', 'assets/sprites/block.png'); this.load.image('cursor', 'assets/sprites/drawcursor.png'); } var group; var gfx; function create () { group = this.physics.add.group({ defaultKey: 'block', bounceX: 1, bounceY: 1, collideWorldBounds: true }); group.create(100, 200).setVelocity(100, 200); group.create(500, 200).setVelocity(-100, -100); group.create(300, 400).setVelocity(60, 100); group.create(600, 300).setVelocity(-30, -50); gfx = this.add.graphics(); var cursor = this.add.image(0, 0, 'cursor').setVisible(false); // Loads the spatial tree this.physics.world.step(0); this.input.on('pointermove', function (pointer) { cursor.setVisible(true).setPosition(pointer.x, pointer.y); }); } function update () { var pointer = this.input.activePointer; var closest = this.physics.closest(pointer); var furthest = this.physics.furthest(pointer); gfx.clear() .lineStyle(2, 0xff3300) .lineBetween(closest.x, closest.y, pointer.x, pointer.y) .lineStyle(2, 0x0099ff) .lineBetween(furthest.x, furthest.y, pointer.x, pointer.y); }
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var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: false } }, scene: { preload: preload, create: create, update: update } }; new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('block', 'assets/sprites/block.png'); this.load.image('cursor', 'assets/sprites/drawcursor.png'); } var group; var gfx; function create () { group = this.physics.add.group({ defaultKey: 'block', bounceX: 1, bounceY: 1, collideWorldBounds: true }); group.create(100, 200).setVelocity(100, 200); group.create(500, 200).setVelocity(-100, -100); group.create(300, 400).setVelocity(60, 100); group.create(600, 300).setVelocity(-30, -50); gfx = this.add.graphics(); var cursor = this.add.image(0, 0, 'cursor').setVisible(false); // Loads the spatial tree this.physics.world.step(0); this.input.on('pointermove', function (pointer) { cursor.setVisible(true).setPosition(pointer.x, pointer.y); }); } function update () { var pointer = this.input.activePointer; var closest = this.physics.closest(pointer); var furthest = this.physics.furthest(pointer); gfx.clear() .lineStyle(2, 0xff3300) .lineBetween(closest.x, closest.y, pointer.x, pointer.y) .lineStyle(2, 0x0099ff) .lineBetween(furthest.x, furthest.y, pointer.x, pointer.y); }