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class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('ball', 'assets/sprites/pangball.png'); } create () { this.matter.world.setBounds(0, 0, 800, 600, 32, true, true, false, true); const sides = 6; const size = 14; const distance = size * 2; const stiffness = 0.1; const lastPosition = new Phaser.Math.Vector2(); const options = { friction: 0.005, frictionAir: 0, restitution: 1 }; const pinOptions = { friction: 0, frictionAir: 0, restitution: 0, ignoreGravity: true, inertia: Infinity, isStatic: true }; let current = null; let previous = null; this.input.on('pointerdown', function (pointer) { lastPosition.x = pointer.x; lastPosition.y = pointer.y; previous = this.matter.add.polygon(pointer.x, pointer.y, sides, size, pinOptions); }, this); this.input.on('pointermove', function (pointer) { if (pointer.isDown) { const x = pointer.x; const y = pointer.y; if (Phaser.Math.Distance.Between(x, y, lastPosition.x, lastPosition.y) > distance) { lastPosition.x = x; lastPosition.y = y; current = this.matter.add.polygon(pointer.x, pointer.y, sides, size, pinOptions); this.matter.add.constraint(previous, current, distance, stiffness); previous = current; } } }, this); this.input.once('pointerup', function (pointer) { this.time.addEvent({ delay: 1000, callback: function () { const ball = this.matter.add.image(Phaser.Math.Between(100, 700), Phaser.Math.Between(-600, 0), 'ball'); ball.setCircle(); ball.setFriction(0.005).setBounce(1); }, callbackScope: this, repeat: 100 }); }, this); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#000000', parent: 'phaser-example', physics: { default: 'matter', matter: { gravity: { y: 0.8 }, enableSleep: true, debug: true } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('ball', 'assets/sprites/pangball.png');
}
create ()
{
this.matter.world.setBounds(0, 0, 800, 600, 32, true, true, false, true);
const sides = 6;
const size = 14;
const distance = size * 2;
const stiffness = 0.1;
const lastPosition = new Phaser.Math.Vector2();
const options = { friction: 0.005, frictionAir: 0, restitution: 1 };
const pinOptions = { friction: 0, frictionAir: 0, restitution: 0, ignoreGravity: true, inertia: Infinity, isStatic: true };
let current = null;
let previous = null;
this.input.on('pointerdown', function (pointer)
{
lastPosition.x = pointer.x;
lastPosition.y = pointer.y;
previous = this.matter.add.polygon(pointer.x, pointer.y, sides, size, pinOptions);
}, this);
this.input.on('pointermove', function (pointer)
{
if (pointer.isDown)
{
const x = pointer.x;
const y = pointer.y;
if (Phaser.Math.Distance.Between(x, y, lastPosition.x, lastPosition.y) > distance)
{
lastPosition.x = x;
lastPosition.y = y;
current = this.matter.add.polygon(pointer.x, pointer.y, sides, size, pinOptions);
this.matter.add.constraint(previous, current, distance, stiffness);
previous = current;
}
}
}, this);
this.input.once('pointerup', function (pointer)
{
this.time.addEvent({
delay: 1000,
callback: function ()
{
const ball = this.matter.add.image(Phaser.Math.Between(100, 700), Phaser.Math.Between(-600, 0), 'ball');
ball.setCircle();
ball.setFriction(0.005).setBounce(1);
},
callbackScope: this,
repeat: 100
});
}, this);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'phaser-example',
physics: {
default: 'matter',
matter: {
gravity: {
y: 0.8
},
enableSleep: true,
debug: true
}
},
scene: Example
};
const game = new Phaser.Game(config);