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            class Example extends Phaser.Scene { constructor () { super(); } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('star', 'assets/demoscene/star2.png'); this.load.image('bigStar', 'assets/demoscene/star3.png'); this.load.image('ship', 'assets/sprites/shmup-ship2.png'); this.load.spritesheet('face', 'assets/sprites/metalface78x92.png', { frameWidth: 78, frameHeight: 92 }); } create () { // The world is 3200 x 600 in size this.matter.world.setBounds(0, 0, 3200, 600); this.cameras.main.setBounds(0, 0, 3200, 600).setName('main'); // The miniCam is 400px wide, so can display the whole world at a zoom of 0.2 this.minimap = this.cameras.add(200, 10, 400, 100).setZoom(0.2).setName('mini'); this.minimap.setBackgroundColor(0x002244); this.minimap.scrollX = 1600; this.minimap.scrollY = 300; this.createStarfield(); this.createLandscape(); this.createAliens(); // Add a player ship and camera follow this.player = this.matter.add.sprite(1600, 200, 'ship') .setFixedRotation() .setFrictionAir(0.05) .setMass(30); this.cameras.main.startFollow(this.player, false, 0.2, 0.2); this.cursors = this.input.keyboard.createCursorKeys(); } update () { if (this.cursors.left.isDown) { this.player.thrustBack(0.1); this.player.flipX = true; } else if (this.cursors.right.isDown) { this.player.thrust(0.1); this.player.flipX = false; } if (this.cursors.up.isDown) { this.player.thrustLeft(0.1); } else if (this.cursors.down.isDown) { this.player.thrustRight(0.1); } // And this camera is 400px wide, so -200 this.minimap.scrollX = Phaser.Math.Clamp(this.player.x - 200, 800, 2000); } createStarfield () { // Starfield background // Note the scrollFactor values which give them their 'parallax' effect var group = this.add.group({ key: 'star', frameQuantity: 256 }); group.createMultiple({ key: 'bigStar', frameQuantity: 32 }); var rect = new Phaser.Geom.Rectangle(0, 0, 3200, 550); Phaser.Actions.RandomRectangle(group.getChildren(), rect); group.children.iterate(function (child, index) { var sf = Math.max(0.3, Math.random()); if (child.texture.key === 'bigStar') { sf = 0.2; } child.setScrollFactor(sf); this.minimap.ignore(child); }, this); } createLandscape () { // Draw a random 'landscape' var landscape = this.add.graphics(); landscape.fillStyle(0x008800, 1); landscape.lineStyle(2, 0x00ff00, 1); landscape.beginPath(); var maxY = 550; var minY = 400; var x = 0; var y = maxY; var range = 0; var up = true; landscape.moveTo(0, 600); landscape.lineTo(0, 550); do { // How large is this 'side' of the mountain? range = Phaser.Math.Between(20, 100); if (up) { y = Phaser.Math.Between(y, minY); up = false; } else { y = Phaser.Math.Between(y, maxY); up = true; } landscape.lineTo(x + range, y); x += range; } while (x < 3100); landscape.lineTo(3200, maxY); landscape.lineTo(3200, 600); landscape.closePath(); landscape.strokePath(); landscape.fillPath(); } createAliens () { // Create some random aliens const config = { key: 'metaleyes', frames: this.anims.generateFrameNumbers('face', { start: 0, end: 3 }), frameRate: 20, repeat: -1 }; this.anims.create(config); for (let i = 0; i < 32; i++) { let x = Phaser.Math.Between(100, 3100); let y = Phaser.Math.Between(100, 300); const face = this.matter.add.sprite(x, y, 'face').play('metaleyes'); face .setFrictionAir(0) .setMass(1) .setScale(0.5); const direction = (Math.random() > 0.5) ? -1 : 1; face.setVelocity(Phaser.Math.Between(1, 5) * direction, Phaser.Math.Between(1, 5) * direction); } } } const config = { type: Phaser.WEBGL, width: 800, height: 600, parent: 'phaser-example', pixelArt: true, physics: { default: 'matter', matter: { gravity: { x: 0, y: 0 }, enableSleeping: true } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
    constructor ()
    {
        super();
    }
    preload () 
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('star', 'assets/demoscene/star2.png');
        this.load.image('bigStar', 'assets/demoscene/star3.png');
        this.load.image('ship', 'assets/sprites/shmup-ship2.png');
        this.load.spritesheet('face', 'assets/sprites/metalface78x92.png', { frameWidth: 78, frameHeight: 92 });
    }
    create () 
    {
        //  The world is 3200 x 600 in size
        this.matter.world.setBounds(0, 0, 3200, 600);
        this.cameras.main.setBounds(0, 0, 3200, 600).setName('main');
        //  The miniCam is 400px wide, so can display the whole world at a zoom of 0.2
        this.minimap = this.cameras.add(200, 10, 400, 100).setZoom(0.2).setName('mini');
        this.minimap.setBackgroundColor(0x002244);
        this.minimap.scrollX = 1600;
        this.minimap.scrollY = 300;
        this.createStarfield();
        this.createLandscape();
        this.createAliens();
        //  Add a player ship and camera follow
        this.player = this.matter.add.sprite(1600, 200, 'ship')
            .setFixedRotation()
            .setFrictionAir(0.05)
            .setMass(30);
        this.cameras.main.startFollow(this.player, false, 0.2, 0.2);
        this.cursors = this.input.keyboard.createCursorKeys();
    }
    update () 
    {
        if (this.cursors.left.isDown)
        {
            this.player.thrustBack(0.1);
            this.player.flipX = true;
        }
        else if (this.cursors.right.isDown)
        {
            this.player.thrust(0.1);
            this.player.flipX = false;
        }
        if (this.cursors.up.isDown)
        {
            this.player.thrustLeft(0.1);
        }
        else if (this.cursors.down.isDown)
        {
            this.player.thrustRight(0.1);
        }
        //  And this camera is 400px wide, so -200
        this.minimap.scrollX = Phaser.Math.Clamp(this.player.x - 200, 800, 2000);
    }
    createStarfield ()
    {
        //  Starfield background
        //  Note the scrollFactor values which give them their 'parallax' effect
        var group = this.add.group({ key: 'star', frameQuantity: 256 });
        group.createMultiple({ key: 'bigStar', frameQuantity: 32 });
        var rect = new Phaser.Geom.Rectangle(0, 0, 3200, 550);
        Phaser.Actions.RandomRectangle(group.getChildren(), rect);
        group.children.iterate(function (child, index) {
            var sf = Math.max(0.3, Math.random());
            if (child.texture.key === 'bigStar')
            {
                sf = 0.2;
            }
            child.setScrollFactor(sf);
            this.minimap.ignore(child);
        }, this);
    }
    createLandscape ()
    {
        //  Draw a random 'landscape'
        var landscape = this.add.graphics();
        landscape.fillStyle(0x008800, 1);
        landscape.lineStyle(2, 0x00ff00, 1);
        landscape.beginPath();
        var maxY = 550;
        var minY = 400;
        var x = 0;
        var y = maxY;
        var range = 0;
        var up = true;
        landscape.moveTo(0, 600);
        landscape.lineTo(0, 550);
        do
        {
            //  How large is this 'side' of the mountain?
            range = Phaser.Math.Between(20, 100);
            if (up)
            {
                y = Phaser.Math.Between(y, minY);
                up = false;
            }
            else
            {
                y = Phaser.Math.Between(y, maxY);
                up = true;
            }
            landscape.lineTo(x + range, y);
            x += range;
        } while (x < 3100);
        landscape.lineTo(3200, maxY);
        landscape.lineTo(3200, 600);
        landscape.closePath();
        landscape.strokePath();
        landscape.fillPath();
    }
    createAliens ()
    {
        //  Create some random aliens
        const config = {
            key: 'metaleyes',
            frames: this.anims.generateFrameNumbers('face', { start: 0, end: 3 }),
            frameRate: 20,
            repeat: -1
        };
        this.anims.create(config);
        for (let i = 0; i < 32; i++)
        {
            let x = Phaser.Math.Between(100, 3100);
            let y = Phaser.Math.Between(100, 300);
            const face = this.matter.add.sprite(x, y, 'face').play('metaleyes');
            face
                .setFrictionAir(0)
                .setMass(1)
                .setScale(0.5);
            const direction = (Math.random() > 0.5) ? -1 : 1;
            face.setVelocity(Phaser.Math.Between(1, 5) * direction, Phaser.Math.Between(1, 5) * direction);
        }
    }
}
const config = {
    type: Phaser.WEBGL,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    pixelArt: true,
    physics: {
        default: 'matter',
        matter: {
            gravity: {
                x: 0,
                y: 0
            },
            enableSleeping: true
        }
    },
    scene: Example
};
const game = new Phaser.Game(config);