40000 World Bodies

class Example extends Phaser.Scene
{
    controls;
    blitter;
    spriteBounds;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.atlas('atlas', 'assets/tests/fruit/veg.png', 'assets/tests/fruit/veg.json');
    }

    create ()
    {
        this.physics.world.setBounds(0, 0, 800 * 8, 600 * 8);

        this.blitter = this.add.blitter(0, 0, 'atlas');

        this.spriteBounds = Phaser.Geom.Rectangle.Inflate(Phaser.Geom.Rectangle.Clone(this.physics.world.bounds), -100, -100);

        //  Create 40,000 bodies at a rate of 100 bodies per 100ms
        this.time.addEvent({ delay: 100, callback: this.release, callbackScope: this, repeat: (40000 / 100) - 1 });

        const cursors = this.input.keyboard.createCursorKeys();

        const controlConfig = {
            camera: this.cameras.main,
            left: cursors.left,
            right: cursors.right,
            up: cursors.up,
            down: cursors.down,
            zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q),
            zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E),
            acceleration: 0.06,
            drag: 0.0005,
            maxSpeed: 1.0
        };

        this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);

        this.cameras.main.scrollX = 2770;
        this.cameras.main.scrollY = 2036;
        this.cameras.main.zoom = 0.12;
    }

    update (time, delta)
    {
        this.controls.update(delta);
    }

    release ()
    {
        for (let i = 0; i < 100; i++)
        {
            const pos = Phaser.Geom.Rectangle.Random(this.spriteBounds);

            const frame = `veg0${Phaser.Math.Between(1, 9).toString()}`;

            const bob = this.blitter.create(pos.x, pos.y, frame);

            bob.angle = 0;
            bob.scaleX = 1;
            bob.scaleY = 1;
            bob.displayOriginX = 0;
            bob.displayOriginY = 0;

            this.physics.add.existing(bob);

            bob.body.setVelocity(Phaser.Math.Between(200, 400), Phaser.Math.Between(200, 400));
            bob.body.setBounce(1);
            bob.body.setCollideWorldBounds(true);

            if (Math.random() > 0.5)
            {
                bob.body.velocity.x *= -1;
            }

            if (Math.random() > 0.5)
            {
                bob.body.velocity.y *= -1;
            }
        }
    }
}

const config = {
    type: Phaser.WEBGL,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    pixelArt: true,
    physics: {
        default: 'arcade',
        arcade: {
            useTree: false,
            gravity: { y: 100 }
        }
    },
    scene: Example
};

const game = new Phaser.Game(config);