var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
debug: true
}
},
scene: {
preload: preload,
create: create
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('mushroom', 'assets/sprites/mushroom2.png');
this.load.image('ball', 'assets/sprites/shinyball.png');
this.load.image('crate', 'assets/sprites/crate32.png');
}
function create ()
{
var sprite = this.physics.add.image(400, 300, 'mushroom');
var outer = new Phaser.Geom.Rectangle(0, 0, 800, 600);
var inner = new Phaser.Geom.Rectangle(350, 250, 100, 100);
// Create a few balls
// var balls = this.add.group();
var balls = this.physics.add.group({ immovable: true });
for (var i = 0; i < 8; i++)
{
var p = Phaser.Geom.Rectangle.RandomOutside(outer, inner);
var b = balls.create(p.x, p.y, 'ball');
this.physics.add.existing(b);
b.body.setImmovable();
}
// Create a few crates
// var balls = this.add.group();
var crates = this.physics.add.group({ immovable: true });
for (var i = 0; i < 8; i++)
{
var p = Phaser.Geom.Rectangle.RandomOutside(outer, inner);
var b = crates.create(p.x, p.y, 'crate');
this.physics.add.existing(b);
b.body.setImmovable();
}
sprite.setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true).setGravityY(200);
// this.physics.add.collider(sprite, balls);
this.physics.add.collider(sprite, [ balls, crates ]);
}
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
debug: true
}
},
scene: {
preload: preload,
create: create
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('mushroom', 'assets/sprites/mushroom2.png');
this.load.image('ball', 'assets/sprites/shinyball.png');
this.load.image('crate', 'assets/sprites/crate32.png');
}
function create ()
{
var sprite = this.physics.add.image(400, 300, 'mushroom');
var outer = new Phaser.Geom.Rectangle(0, 0, 800, 600);
var inner = new Phaser.Geom.Rectangle(350, 250, 100, 100);
// Create a few balls
// var balls = this.add.group();
var balls = this.physics.add.group({ immovable: true });
for (var i = 0; i < 8; i++)
{
var p = Phaser.Geom.Rectangle.RandomOutside(outer, inner);
var b = balls.create(p.x, p.y, 'ball');
this.physics.add.existing(b);
b.body.setImmovable();
}
// Create a few crates
// var balls = this.add.group();
var crates = this.physics.add.group({ immovable: true });
for (var i = 0; i < 8; i++)
{
var p = Phaser.Geom.Rectangle.RandomOutside(outer, inner);
var b = crates.create(p.x, p.y, 'crate');
this.physics.add.existing(b);
b.body.setImmovable();
}
sprite.setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true).setGravityY(200);
// this.physics.add.collider(sprite, balls);
this.physics.add.collider(sprite, [ balls, crates ]);
}