class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('mushroom', 'assets/sprites/mushroom2.png');
this.load.image('block', 'assets/sprites/block.png');
}
create ()
{
const image1 = this.add.image(0, -30, 'mushroom').setName('mushroom1');
const image2 = this.add.image(-40, 30, 'mushroom').setName('mushroom2');
const image3 = this.add.image(40, 30, 'mushroom').setName('mushroom3');
const container = this.add.container(400, 300, [ image1, image2, image3 ]);
// A Container has a default size of 0x0
// so we need to give it a size before enabling a physics body
container.setSize(128, 64);
const physicsContainer = this.matter.add.gameObject(container);
physicsContainer.setFrictionAir(0.001);
physicsContainer.setBounce(1);
const blockA = this.matter.add.image(100, 300, 'block').setBounce(1).setFriction(0);
const blockB = this.matter.add.image(700, 300, 'block').setStatic(true);
this.input.once('pointerdown', () =>
{
physicsContainer.setVelocityX(6);
});
const tintOnCollision = (bodyA, bodyB) =>
{
if (bodyA.gameObject.list)
{
bodyA.gameObject.next?.setTint(0xff0000);
}
else if (bodyA.gameObject)
{
bodyA.gameObject.setTint(0xff0000);
}
if (bodyB.gameObject.list)
{
bodyB.gameObject.next?.setTint(0xff0000);
}
else if (bodyB.gameObject)
{
bodyB.gameObject.setTint(0xff0000);
}
};
physicsContainer.setOnCollide(pair =>
{
const bodyA = pair.bodyA;
const bodyB = pair.bodyB;
tintOnCollision(bodyA, bodyB);
});
// Or you can do it like this:
/*
this.matter.world.on('collisionstart', (event, bodyA, bodyB) => {
tintOnCollision(bodyA, bodyB);
});
*/
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#1b1464',
parent: 'phaser-example',
physics: {
default: 'matter',
matter: {
debug: true,
gravity: {
y: 0
}
}
},
scene: Example
};
const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('mushroom', 'assets/sprites/mushroom2.png');
this.load.image('block', 'assets/sprites/block.png');
}
create ()
{
const image1 = this.add.image(0, -30, 'mushroom').setName('mushroom1');
const image2 = this.add.image(-40, 30, 'mushroom').setName('mushroom2');
const image3 = this.add.image(40, 30, 'mushroom').setName('mushroom3');
const container = this.add.container(400, 300, [ image1, image2, image3 ]);
// A Container has a default size of 0x0
// so we need to give it a size before enabling a physics body
container.setSize(128, 64);
const physicsContainer = this.matter.add.gameObject(container);
physicsContainer.setFrictionAir(0.001);
physicsContainer.setBounce(1);
const blockA = this.matter.add.image(100, 300, 'block').setBounce(1).setFriction(0);
const blockB = this.matter.add.image(700, 300, 'block').setStatic(true);
this.input.once('pointerdown', () =>
{
physicsContainer.setVelocityX(6);
});
const tintOnCollision = (bodyA, bodyB) =>
{
if (bodyA.gameObject.list)
{
bodyA.gameObject.next?.setTint(0xff0000);
}
else if (bodyA.gameObject)
{
bodyA.gameObject.setTint(0xff0000);
}
if (bodyB.gameObject.list)
{
bodyB.gameObject.next?.setTint(0xff0000);
}
else if (bodyB.gameObject)
{
bodyB.gameObject.setTint(0xff0000);
}
};
physicsContainer.setOnCollide(pair =>
{
const bodyA = pair.bodyA;
const bodyB = pair.bodyB;
tintOnCollision(bodyA, bodyB);
});
// Or you can do it like this:
/*
this.matter.world.on('collisionstart', (event, bodyA, bodyB) => {
tintOnCollision(bodyA, bodyB);
});
*/
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#1b1464',
parent: 'phaser-example',
physics: {
default: 'matter',
matter: {
debug: true,
gravity: {
y: 0
}
}
},
scene: Example
};
const game = new Phaser.Game(config);