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var config = { type: Phaser.WEBGL, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'impact', impact: { gravity: 100, setBounds: true, maxVelocity: 500 } }, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.image('gem', 'assets/sprites/gem.png'); } function create () { // The world bounds have been set in the config. // setBounds: true is the same as calling physics.world.setBounds() with no arguments // If you don't set the body as active it won't collide with the world bounds this.impact.add.image(300, 300, 'gem').setActiveCollision().setVelocity(300, 200).setBounce(1); }
var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'impact',
impact: {
gravity: 100,
setBounds: true,
maxVelocity: 500
}
},
scene: {
preload: preload,
create: create
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('gem', 'assets/sprites/gem.png');
}
function create ()
{
// The world bounds have been set in the config.
// setBounds: true is the same as calling physics.world.setBounds() with no arguments
// If you don't set the body as active it won't collide with the world bounds
this.impact.add.image(300, 300, 'gem').setActiveCollision().setVelocity(300, 200).setBounce(1);
}