Naosim shares his experience building action game stages with Phaser.js. He notes that Phaser.js requires precise implementation, as even small deviations can cause functionality issues.
The article first explains the initial setup using the arcade physics engine and player controls with arrow keys. It then presents two correct implementation methods for creating platforms: using Group
and StaticGroup
.
With Group
, you create rectangle game objects, apply physics, group them, set them as immovable and gravity-free, and finally add collision detection with the player.
The StaticGroup
approach is simpler since it's limited to static physics behavior.
Two common failure patterns are highlighted:
- incorrect timing when adding objects to Groups (applying physics settings before adding objects to the group doesn't work)
- applying physics to GameObjects before adding them to StaticGroups (which prevents proper functioning).
Naosim concludes that copying and pasting code found online often leads to problems. Developers need to understand the correct implementation patterns to avoid the frustration of code that suddenly stops working without apparent reason.