Introducing Beam — Play & Create Interactive Video Shorts. Explore Beam →
var config = { type: Phaser.WEBGL, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'impact', impact: { maxVelocity: 300, debug: true } }, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.image('block', 'assets/sprites/block.png'); } function create () { this.impact.world.setBounds(); var bigBlock = this.impact.add.image(300, 100, 'block').setActiveCollision().setBounce(1).setVelocity(200, 100); // Scale the Image and the body together bigBlock.setBodyScale(2); // You can also scale the image using the normal scale method, but you must sync if after doing so: // bigBlock.setScale(2); // bigBlock.syncGameObject(); var smallBlock = this.impact.add.image(100, 500, 'block').setActiveCollision().setBounce(1).setVelocity(200, -100); // Scale the Image and the body together smallBlock.setBodyScale(0.5); var wideBlock = this.impact.add.image(600, 400, 'block').setActiveCollision().setBounce(1).setVelocity(-200, -100); // Scale the Image and the body together wideBlock.setBodyScale(2, 0.5); }
var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'impact',
impact: {
maxVelocity: 300,
debug: true
}
},
scene: {
preload: preload,
create: create
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('block', 'assets/sprites/block.png');
}
function create ()
{
this.impact.world.setBounds();
var bigBlock = this.impact.add.image(300, 100, 'block').setActiveCollision().setBounce(1).setVelocity(200, 100);
// Scale the Image and the body together
bigBlock.setBodyScale(2);
// You can also scale the image using the normal scale method, but you must sync if after doing so:
// bigBlock.setScale(2);
// bigBlock.syncGameObject();
var smallBlock = this.impact.add.image(100, 500, 'block').setActiveCollision().setBounce(1).setVelocity(200, -100);
// Scale the Image and the body together
smallBlock.setBodyScale(0.5);
var wideBlock = this.impact.add.image(600, 400, 'block').setActiveCollision().setBounce(1).setVelocity(-200, -100);
// Scale the Image and the body together
wideBlock.setBodyScale(2, 0.5);
}