class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('flower', 'assets/sprites/flower-exo.png'); this.load.image('cursor', 'assets/sprites/drawcursor.png'); } create () { this.source = this.physics.add.image(100, 300, 'flower'); this.target = new Phaser.Math.Vector2(); const cursor = this.add.image(0, 0, 'cursor').setVisible(false); this.distanceText = this.add.text(10, 10, 'Click to set target', { fill: '#00ff00' }); this.input.on('pointerdown', (pointer) => { this.target.x = pointer.x; this.target.y = pointer.y; // Move at 200 px/s: this.physics.moveToObject(this.source, this.target, 200); cursor.copyPosition(this.target).setVisible(true); }); } update () { // 4 is our distance tolerance, i.e. how close the source can get to the target // before it is considered as being there. The faster it moves, the more tolerance is required. const tolerance = 4; // const tolerance = 200 * 1.5 / this.game.loop.targetFps; const distance = Phaser.Math.Distance.BetweenPoints(this.source, this.target); if (this.source.body.speed > 0) { this.distanceText.setText(`Distance: ${distance}`); if (distance < tolerance) { this.source.body.reset(this.target.x, this.target.y); } } } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade' }, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('flower', 'assets/sprites/flower-exo.png'); this.load.image('cursor', 'assets/sprites/drawcursor.png'); } create () { this.source = this.physics.add.image(100, 300, 'flower'); this.target = new Phaser.Math.Vector2(); const cursor = this.add.image(0, 0, 'cursor').setVisible(false); this.distanceText = this.add.text(10, 10, 'Click to set target', { fill: '#00ff00' }); this.input.on('pointerdown', (pointer) => { this.target.x = pointer.x; this.target.y = pointer.y; // Move at 200 px/s: this.physics.moveToObject(this.source, this.target, 200); cursor.copyPosition(this.target).setVisible(true); }); } update () { // 4 is our distance tolerance, i.e. how close the source can get to the target // before it is considered as being there. The faster it moves, the more tolerance is required. const tolerance = 4; // const tolerance = 200 * 1.5 / this.game.loop.targetFps; const distance = Phaser.Math.Distance.BetweenPoints(this.source, this.target); if (this.source.body.speed > 0) { this.distanceText.setText(`Distance: ${distance}`); if (distance < tolerance) { this.source.body.reset(this.target.x, this.target.y); } } } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade' }, scene: Example }; const game = new Phaser.Game(config);