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Recently I covered how to make a running platformer game in Phaser with Tilemaps, which used the Arcade Physics system. I’ve also covered how to set up the Ninja Physics system in Phaser. Now we’re going to combine both of those to make a running platformer game in Phaser that uses the Ninja Physics system.

As I mention in the previous tutorials, the main difference between the Arcade and Ninja Physics systems is that Ninja allows for collisions with sloped (and other) surfaces, rather than just rectangles. With the Arcade Physics system collisions will occur like this:

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but with the Ninja Physics system we can create collisions like this:

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