Introducing Beam — Play & Create Interactive Video Shorts. Explore Beam →
var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', scene: { preload: preload, create: create, physics: { arcade: { debug: true, gravity: { y: 200 } }, matter: { debug: true, gravity: { y: 0.5 } }, impact: { gravity: 100, debug: true, setBounds: { x: 100, y: 100, width: 600, height: 300, thickness: 32 }, maxVelocity: 500 } } } }; var game = new Phaser.Game(config); function preload () { this.load.image('fuji', 'assets/sprites/fuji.png'); this.load.image('block', 'assets/sprites/block.png'); this.load.image('platform', 'assets/sprites/platform.png'); this.load.image('gem', 'assets/sprites/gem.png'); } function create () { // Matter JS: this.matter.add.image(400, -100, 'block'); this.matter.add.image(360, -600, 'block'); this.matter.add.image(420, -900, 'block'); this.matter.add.image(400, 550, 'platform', null, { isStatic: true }); // Impact Physics this.impact.add.image(300, 300, 'gem').setActiveCollision().setVelocity(300, 200).setBounce(1); // Arcade Physics: this.physics.add.image(400, 100, 'fuji').setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true); }
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
scene: {
preload: preload,
create: create,
physics: {
arcade: {
debug: true,
gravity: { y: 200 }
},
matter: {
debug: true,
gravity: { y: 0.5 }
},
impact: {
gravity: 100,
debug: true,
setBounds: {
x: 100,
y: 100,
width: 600,
height: 300,
thickness: 32
},
maxVelocity: 500
}
}
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('fuji', 'assets/sprites/fuji.png');
this.load.image('block', 'assets/sprites/block.png');
this.load.image('platform', 'assets/sprites/platform.png');
this.load.image('gem', 'assets/sprites/gem.png');
}
function create ()
{
// Matter JS:
this.matter.add.image(400, -100, 'block');
this.matter.add.image(360, -600, 'block');
this.matter.add.image(420, -900, 'block');
this.matter.add.image(400, 550, 'platform', null, { isStatic: true });
// Impact Physics
this.impact.add.image(300, 300, 'gem').setActiveCollision().setVelocity(300, 200).setBounce(1);
// Arcade Physics:
this.physics.add.image(400, 100, 'fuji').setVelocity(100, 200).setBounce(1, 1).setCollideWorldBounds(true);
}