var config = { type: Phaser.WEBGL, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: { y: 0 } } }, scene: { preload: preload, create: create, update: update } }; var controls; var player; var group; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('chunk', 'assets/sprites/space-baddie.png'); this.load.image('crate', 'assets/sprites/crate.png'); } function create () { this.physics.world.setBounds(0, 0, 800 * 1, 600 * 1); var bounds = new Phaser.Geom.Rectangle(30, 30, 300, 540); group = this.physics.add.group({ immovable: true }); for (var i = 0; i < 50; i++) { var pos = bounds.getRandomPoint(); group.create(pos.x, pos.y, 'chunk'); } cursors = this.input.keyboard.createCursorKeys(); player = this.physics.add.image(600, 300, 'crate'); this.physics.add.collider(player, group); } function update () { player.setVelocity(0); if (cursors.left.isDown) { player.setVelocityX(-500); } else if (cursors.right.isDown) { player.setVelocityX(500); } if (cursors.up.isDown) { player.setVelocityY(-500); } else if (cursors.down.isDown) { player.setVelocityY(500); } }
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var config = { type: Phaser.WEBGL, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: { y: 0 } } }, scene: { preload: preload, create: create, update: update } }; var controls; var player; var group; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('chunk', 'assets/sprites/space-baddie.png'); this.load.image('crate', 'assets/sprites/crate.png'); } function create () { this.physics.world.setBounds(0, 0, 800 * 1, 600 * 1); var bounds = new Phaser.Geom.Rectangle(30, 30, 300, 540); group = this.physics.add.group({ immovable: true }); for (var i = 0; i < 50; i++) { var pos = bounds.getRandomPoint(); group.create(pos.x, pos.y, 'chunk'); } cursors = this.input.keyboard.createCursorKeys(); player = this.physics.add.image(600, 300, 'crate'); this.physics.add.collider(player, group); } function update () { player.setVelocity(0); if (cursors.left.isDown) { player.setVelocityX(-500); } else if (cursors.right.isDown) { player.setVelocityX(500); } if (cursors.up.isDown) { player.setVelocityY(-500); } else if (cursors.down.isDown) { player.setVelocityY(500); } }