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            var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: { y: 300 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; var player; var stars; var ground; var cursors; var platform; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); 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.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 }); } function create () { this.add.image(400, 300, 'sky'); ground = this.physics.add.staticImage(400, 568, 'ground').setScale(2).refreshBody(); platform = this.physics.add.image(400, 400, 'ground'); platform.setImmovable(true); platform.body.allowGravity = false; 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 }); cursors = this.input.keyboard.createCursorKeys(); stars = this.physics.add.group({ key: 'star', frameQuantity: 12, maxSize: 12, active: false, visible: false, enable: false, collideWorldBounds: true, bounceX: 0.5, bounceY: 0.5, dragX: 30, dragY: 0 }); this.physics.add.collider( player, platform, function (_player, _platform) { if (_player.body.touching.up && _platform.body.touching.down) { createStar( _player.body.center.x, _platform.body.top - 16, _player.body.velocity.x, _player.body.velocity.y * -3 ); } }); this.physics.add.collider(player, ground); this.physics.add.collider(stars, ground); this.physics.add.collider(stars, platform); this.physics.add.overlap(player, stars, collectStar, null, this); } function update () { if (cursors.left.isDown) { player.setVelocityX(-180); player.anims.play('left', true); } else if (cursors.right.isDown) { player.setVelocityX(180); player.anims.play('right', true); } else { player.setVelocityX(0); player.anims.play('turn'); } if (cursors.up.isDown && player.body.touching.down) { player.setVelocityY(-360); } } function collectStar (player, star) { star.disableBody(true, true); } function createStar(x, y, vx, vy) { var star = stars.get(); if (!star) return; star .enableBody(true, x, y, true, true) .setVelocity(vx, vy); }
var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};
var player;
var stars;
var ground;
var cursors;
var platform;
var game = new Phaser.Game(config);
function preload ()
{
        this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
    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.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
}
function create ()
{
    this.add.image(400, 300, 'sky');
    ground = this.physics.add.staticImage(400, 568, 'ground').setScale(2).refreshBody();
    platform = this.physics.add.image(400, 400, 'ground');
    platform.setImmovable(true);
    platform.body.allowGravity = false;
    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
    });
    cursors = this.input.keyboard.createCursorKeys();
    stars = this.physics.add.group({
        key: 'star',
        frameQuantity: 12,
        maxSize: 12,
        active: false,
        visible: false,
        enable: false,
        collideWorldBounds: true,
        bounceX: 0.5,
        bounceY: 0.5,
        dragX: 30,
        dragY: 0
    });
    this.physics.add.collider(
        player,
        platform,
        function (_player, _platform)
        {
            if (_player.body.touching.up && _platform.body.touching.down)
            {
                createStar(
                    _player.body.center.x,
                    _platform.body.top - 16,
                    _player.body.velocity.x,
                    _player.body.velocity.y * -3
                );
            }
        });
    this.physics.add.collider(player, ground);
    this.physics.add.collider(stars, ground);
    this.physics.add.collider(stars, platform);
    this.physics.add.overlap(player, stars, collectStar, null, this);
}
function update ()
{
    if (cursors.left.isDown)
    {
        player.setVelocityX(-180);
        player.anims.play('left', true);
    }
    else if (cursors.right.isDown)
    {
        player.setVelocityX(180);
        player.anims.play('right', true);
    }
    else
    {
        player.setVelocityX(0);
        player.anims.play('turn');
    }
    if (cursors.up.isDown && player.body.touching.down)
    {
        player.setVelocityY(-360);
    }
}
function collectStar (player, star)
{
    star.disableBody(true, true);
}
function createStar(x, y, vx, vy)
{
    var star = stars.get();
    if (!star) return;
    star
        .enableBody(true, x, y, true, true)
        .setVelocity(vx, vy);
}