Introducing Beam — Play & Create Interactive Video Shorts. Explore Beam →
var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#010101', parent: 'phaser-example', physics: { default: 'impact', impact: { gravity: 100, debug: true, maxVelocity: 500 } }, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.image('mushroom', 'assets/sprites/mushroom2.png'); } function create () { var image1 = this.add.image(0, -30, 'mushroom'); var image2 = this.add.image(-40, 30, 'mushroom'); var image3 = this.add.image(40, 30, 'mushroom'); var container = this.add.container(400, 200, [ image1, image2, image3 ]); // A Container has a default size of 0x0, so we need to give it a size before enabling a physics // body or it'll be given the default body size of 64x64. container.setSize(128, 64); this.impact.world.setBounds(); var body = this.impact.add.body(200, 200).setActiveCollision().setVelocity(300, 150).setBounce(1); // Assign the graphics object to the body. 'false' tells it not to use the Graphics size. body.setGameObject(container, true); }
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#010101',
parent: 'phaser-example',
physics: {
default: 'impact',
impact: {
gravity: 100,
debug: true,
maxVelocity: 500
}
},
scene: {
preload: preload,
create: create
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create ()
{
var image1 = this.add.image(0, -30, 'mushroom');
var image2 = this.add.image(-40, 30, 'mushroom');
var image3 = this.add.image(40, 30, 'mushroom');
var container = this.add.container(400, 200, [ image1, image2, image3 ]);
// A Container has a default size of 0x0, so we need to give it a size before enabling a physics
// body or it'll be given the default body size of 64x64.
container.setSize(128, 64);
this.impact.world.setBounds();
var body = this.impact.add.body(200, 200).setActiveCollision().setVelocity(300, 150).setBounce(1);
// Assign the graphics object to the body. 'false' tells it not to use the Graphics size.
body.setGameObject(container, true);
}