var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: { default: 'arcade', arcade: { debug: true } },
scene: {
preload: preload,
create: create
}
};
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('dude', 'assets/sprites/phaser-dude.png');
}
function create ()
{
// Friction movement is parallel to the movement of the immovable body
// and perpendicular to the direction of overlap/separation
var block = this.physics.add.image(400, 200, 'block')
.setFriction(0, 1)
.setImmovable(true)
.setVelocityY(100);
var sprite = this.physics.add.image(200, 300, 'dude')
.setGravityX(100)
.setVelocityX(100);
this.time.addEvent({
delay: 2000,
loop: true,
callback: function ()
{
block.body.velocity.y *= -1;
}
});
this.physics.add.collider(block, sprite);
}
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: { default: 'arcade', arcade: { debug: true } },
scene: {
preload: preload,
create: create
}
};
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('dude', 'assets/sprites/phaser-dude.png');
}
function create ()
{
// Friction movement is parallel to the movement of the immovable body
// and perpendicular to the direction of overlap/separation
var block = this.physics.add.image(400, 200, 'block')
.setFriction(0, 1)
.setImmovable(true)
.setVelocityY(100);
var sprite = this.physics.add.image(200, 300, 'dude')
.setGravityX(100)
.setVelocityX(100);
this.time.addEvent({
delay: 2000,
loop: true,
callback: function ()
{
block.body.velocity.y *= -1;
}
});
this.physics.add.collider(block, sprite);
}