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            var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#000000', parent: 'phaser-example', physics: { default: 'matter', matter: { gravity: { y: 0 }, enableSleep: true, debug: true } }, scene: { create: create } }; var game = new Phaser.Game(config); function create () { this.matter.world.setBounds(); // Let's create a bunch of random shaped objects and add them to the world for (var i = 0; i < 48; i++) { var x = Phaser.Math.Between(100, 700); var y = Phaser.Math.Between(100, 500); if (Math.random() < 0.7) { var sides = Phaser.Math.Between(3, 14); var radius = Phaser.Math.Between(8, 50); this.matter.add.polygon(x, y, sides, radius, { restitution: 0.9 }); } else { var width = Phaser.Math.Between(16, 128); var height = Phaser.Math.Between(8, 64); this.matter.add.rectangle(x, y, width, height, { restitution: 0.9 }); } } this.matter.add.mouseSpring(); }
var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    backgroundColor: '#000000',
    parent: 'phaser-example',
    physics: {
        default: 'matter',
        matter: {
            gravity: {
                y: 0
            },
            enableSleep: true,
            debug: true
        }
    },
    scene: {
        create: create
    }
};
var game = new Phaser.Game(config);
function create ()
{
    this.matter.world.setBounds();
    //  Let's create a bunch of random shaped objects and add them to the world
    for (var i = 0; i < 48; i++)
    {
        var x = Phaser.Math.Between(100, 700);
        var y = Phaser.Math.Between(100, 500);
        if (Math.random() < 0.7)
        {
            var sides = Phaser.Math.Between(3, 14);
            var radius = Phaser.Math.Between(8, 50);
            this.matter.add.polygon(x, y, sides, radius, { restitution: 0.9 });
        }
        else
        {
            var width = Phaser.Math.Between(16, 128);
            var height = Phaser.Math.Between(8, 64);
            this.matter.add.rectangle(x, y, width, height, { restitution: 0.9 });
        }
    }
    this.matter.add.mouseSpring();
}