Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
class Example extends Phaser.Scene { cursor; graphics; group; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('block', 'assets/sprites/block.png'); this.load.image('cursor', 'assets/sprites/drawcursor.png'); } create () { this.group = this.physics.add.group({ defaultKey: 'block', bounceX: 1, bounceY: 1, collideWorldBounds: true }); this.group.create(100, 200).setVelocity(100, 200); this.group.create(500, 200).setVelocity(-100, -100); this.group.create(300, 400).setVelocity(60, 100); this.group.create(600, 300).setVelocity(-30, -50); this.graphics = this.add.graphics(); this.cursor = this.add.image(400, 300, 'cursor'); this.input.on('pointermove', pointer => { this.cursor.copyPosition(pointer); }); } update () { const closest = this.physics.closest(this.cursor); const furthest = this.physics.furthest(this.cursor); this.graphics.clear() .lineStyle(2, 0xff3300) .lineBetween(closest.center.x, closest.center.y, this.cursor.x, this.cursor.y) .lineStyle(2, 0x0099ff) .lineBetween(furthest.center.x, furthest.center.y, this.cursor.x, this.cursor.y); } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: false } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
cursor;
graphics;
group;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('block', 'assets/sprites/block.png');
this.load.image('cursor', 'assets/sprites/drawcursor.png');
}
create ()
{
this.group = this.physics.add.group({
defaultKey: 'block',
bounceX: 1,
bounceY: 1,
collideWorldBounds: true
});
this.group.create(100, 200).setVelocity(100, 200);
this.group.create(500, 200).setVelocity(-100, -100);
this.group.create(300, 400).setVelocity(60, 100);
this.group.create(600, 300).setVelocity(-30, -50);
this.graphics = this.add.graphics();
this.cursor = this.add.image(400, 300, 'cursor');
this.input.on('pointermove', pointer =>
{
this.cursor.copyPosition(pointer);
});
}
update ()
{
const closest = this.physics.closest(this.cursor);
const furthest = this.physics.furthest(this.cursor);
this.graphics.clear()
.lineStyle(2, 0xff3300)
.lineBetween(closest.center.x, closest.center.y, this.cursor.x, this.cursor.y)
.lineStyle(2, 0x0099ff)
.lineBetween(furthest.center.x, furthest.center.y, this.cursor.x, this.cursor.y);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: { debug: false }
},
scene: Example
};
const game = new Phaser.Game(config);