var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 },
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var sprite;
var static1;
var static2;
var static3;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('bar', 'assets/sprites/healthbar.png');
this.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create ()
{
sprite = this.physics.add.image(100, 100, 'mushroom');
static1 = this.physics.add.staticImage(700, 100, 'bar');
static2 = this.physics.add.staticImage(100, 400, 'bar');
static3 = this.physics.add.staticImage(500, 300, 'bar');
sprite.body.setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true);
this.input.on('pointerdown', function () {
static1.x -= 50;
// static1.setScale(3, 5);
static1.refreshBody();
}, this);
}
function update ()
{
this.physics.world.collide(sprite, [ static1, static2, static3 ]);
}
var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 },
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var sprite;
var static1;
var static2;
var static3;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('bar', 'assets/sprites/healthbar.png');
this.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create ()
{
sprite = this.physics.add.image(100, 100, 'mushroom');
static1 = this.physics.add.staticImage(700, 100, 'bar');
static2 = this.physics.add.staticImage(100, 400, 'bar');
static3 = this.physics.add.staticImage(500, 300, 'bar');
sprite.body.setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true);
this.input.on('pointerdown', function () {
static1.x -= 50;
// static1.setScale(3, 5);
static1.refreshBody();
}, this);
}
function update ()
{
this.physics.world.collide(sprite, [ static1, static2, static3 ]);
}