Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
                
            
            // #module import BendWavesPostFX from './assets/pipelines/BendWavesPostFX.js'; export default class Example extends Phaser.Scene { constructor () { super(); this.player = null; this.cursors = null; this.score = 0; this.scoreText = null; this.bendPipeline; } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('sky', 'src/games/firstgame/assets/sky.png'); this.load.image('ground', 'src/games/firstgame/assets/platform.png'); this.load.image('star', 'src/games/firstgame/assets/star.png'); this.load.image('bomb', 'src/games/firstgame/assets/bomb.png'); this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 }); } create () { this.add.image(400, 300, 'sky'); var platforms = this.physics.add.staticGroup(); platforms.create(400, 568, 'ground').setScale(2).refreshBody(); platforms.create(600, 400, 'ground'); platforms.create(50, 250, 'ground'); platforms.create(750, 220, 'ground'); var player = this.physics.add.sprite(100, 450, 'dude'); player.setBounce(0.2); player.setCollideWorldBounds(true); this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'turn', frames: [ { key: 'dude', frame: 4 } ], frameRate: 20 }); this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }), frameRate: 10, repeat: -1 }); this.cursors = this.input.keyboard.createCursorKeys(); var stars = this.physics.add.group({ key: 'star', repeat: 11, setXY: { x: 12, y: 0, stepX: 70 } }); stars.children.iterate(function (child) { child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); this.physics.add.collider(player, platforms); this.physics.add.collider(stars, platforms); this.physics.add.overlap(player, stars, this.collectStar, null, this); this.player = player; this.cameras.main.setPostPipeline(BendWavesPostFX); } update () { const cursors = this.cursors; const player = this.player; if (cursors.left.isDown) { player.setVelocityX(-160); player.anims.play('left', true); } else if (cursors.right.isDown) { player.setVelocityX(160); player.anims.play('right', true); } else { player.setVelocityX(0); player.anims.play('turn'); } if (cursors.up.isDown && player.body.touching.down) { player.setVelocityY(-330); } } collectStar (player, star) { star.disableBody(true, true); this.score += 10; this.scoreText.setText('Score: ' + this.score); } } const config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 300 }, debug: false } }, scene: [Example], pipeline: { BendWavesPostFX } }; const game = new Phaser.Game(config);
// #module
import BendWavesPostFX from './assets/pipelines/BendWavesPostFX.js';
export default class Example extends Phaser.Scene
{
    constructor ()
    {
        super();
        this.player = null;
        this.cursors = null;
        this.score = 0;
        this.scoreText = null;
        this.bendPipeline;
    }
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('sky', 'src/games/firstgame/assets/sky.png');
        this.load.image('ground', 'src/games/firstgame/assets/platform.png');
        this.load.image('star', 'src/games/firstgame/assets/star.png');
        this.load.image('bomb', 'src/games/firstgame/assets/bomb.png');
        this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
    }
    create ()
    {
        this.add.image(400, 300, 'sky');
        var platforms = this.physics.add.staticGroup();
        platforms.create(400, 568, 'ground').setScale(2).refreshBody();
        platforms.create(600, 400, 'ground');
        platforms.create(50, 250, 'ground');
        platforms.create(750, 220, 'ground');
        var player = this.physics.add.sprite(100, 450, 'dude');
        player.setBounce(0.2);
        player.setCollideWorldBounds(true);
        this.anims.create({
            key: 'left',
            frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
            frameRate: 10,
            repeat: -1
        });
        this.anims.create({
            key: 'turn',
            frames: [ { key: 'dude', frame: 4 } ],
            frameRate: 20
        });
        this.anims.create({
            key: 'right',
            frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
            frameRate: 10,
            repeat: -1
        });
        this.cursors = this.input.keyboard.createCursorKeys();
        var stars = this.physics.add.group({
            key: 'star',
            repeat: 11,
            setXY: { x: 12, y: 0, stepX: 70 }
        });
        stars.children.iterate(function (child) {
            child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
        });
        this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
        this.physics.add.collider(player, platforms);
        this.physics.add.collider(stars, platforms);
        this.physics.add.overlap(player, stars, this.collectStar, null, this);
        this.player = player;
        this.cameras.main.setPostPipeline(BendWavesPostFX);
    }
    update ()
    {
        const cursors = this.cursors;
        const player = this.player;
        if (cursors.left.isDown)
        {
            player.setVelocityX(-160);
            player.anims.play('left', true);
        }
        else if (cursors.right.isDown)
        {
            player.setVelocityX(160);
            player.anims.play('right', true);
        }
        else
        {
            player.setVelocityX(0);
            player.anims.play('turn');
        }
        if (cursors.up.isDown && player.body.touching.down)
        {
            player.setVelocityY(-330);
        }
    }
    collectStar (player, star)
    {
        star.disableBody(true, true);
        this.score += 10;
        this.scoreText.setText('Score: ' + this.score);
    }
}
const config = {
    type: Phaser.WEBGL,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: [Example],
    pipeline: { BendWavesPostFX }
};
const game = new Phaser.Game(config);