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var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: { y: 100 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; var sprites = []; var circ; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('flower', 'assets/sprites/flower-exo.png'); this.load.image('mushroom', 'assets/sprites/mushroom16x16.png'); } function create () { for (var i = 0; i < 240; i++) { var pos = Phaser.Geom.Rectangle.Random(this.physics.world.bounds); var block = this.physics.add.image(pos.x, pos.y, 'mushroom'); block.setBounce(1).setCollideWorldBounds(true); Phaser.Math.RandomXY(block.body.velocity, 100); sprites.push(block); } sprites.push(this.physics.add.staticImage(400, 300, 'flower')); circ = this.add.circle(400, 300, 150).setStrokeStyle(2, 0xffff00); this.input.on('pointermove', function (pointer) { circ.x = pointer.x; circ.y = pointer.y; }, this); } function update (time, delta) { Phaser.Actions.SetAlpha(sprites, 0.5); var bodies = this.physics.overlapCirc(circ.x, circ.y, circ.radius, true, true); Phaser.Actions.SetAlpha(bodies.map((body) => body.gameObject), 1); }
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 100 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var sprites = [];
var circ;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('flower', 'assets/sprites/flower-exo.png');
this.load.image('mushroom', 'assets/sprites/mushroom16x16.png');
}
function create ()
{
for (var i = 0; i < 240; i++)
{
var pos = Phaser.Geom.Rectangle.Random(this.physics.world.bounds);
var block = this.physics.add.image(pos.x, pos.y, 'mushroom');
block.setBounce(1).setCollideWorldBounds(true);
Phaser.Math.RandomXY(block.body.velocity, 100);
sprites.push(block);
}
sprites.push(this.physics.add.staticImage(400, 300, 'flower'));
circ = this.add.circle(400, 300, 150).setStrokeStyle(2, 0xffff00);
this.input.on('pointermove', function (pointer) {
circ.x = pointer.x;
circ.y = pointer.y;
}, this);
}
function update (time, delta)
{
Phaser.Actions.SetAlpha(sprites, 0.5);
var bodies = this.physics.overlapCirc(circ.x, circ.y, circ.radius, true, true);
Phaser.Actions.SetAlpha(bodies.map((body) => body.gameObject), 1);
}