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class Example extends Phaser.Scene { scoreText; gameOver = false; score = 0; cursors; platforms; bombs; stars; player; 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 () { // A simple background for our game this.add.image(400, 300, 'sky'); // The platforms group contains the ground and the 2 ledges we can jump on this.platforms = this.physics.add.staticGroup(); // Here we create the ground. // Scale it to fit the width of the game (the original sprite is 400x32 in size) this.platforms.create(400, 568, 'ground').setScale(2).refreshBody(); // Now let's create some ledges this.platforms.create(600, 400, 'ground'); this.platforms.create(50, 250, 'ground'); this.platforms.create(750, 220, 'ground'); // The player and its settings this.player = this.physics.add.sprite(100, 450, 'dude'); // Player physics properties. Give the little guy a slight bounce. this.player.setBounce(0.2); this.player.setCollideWorldBounds(true); // Our player animations, turning, walking left and walking right. 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 }); // Input Events this.cursors = this.input.keyboard.createCursorKeys(); // Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis this.stars = this.physics.add.group({ key: 'star', repeat: 11, setXY: { x: 12, y: 0, stepX: 70 } }); this.stars.children.iterate(child => { // Give each star a slightly different bounce child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); this.bombs = this.physics.add.group(); // The score this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); // Collide the player and the stars with the platforms this.physics.add.collider(this.player, this.platforms); this.physics.add.collider(this.stars, this.platforms); this.physics.add.collider(this.bombs, this.platforms); // Checks to see if the player overlaps with any of the stars, if he does call the collectStar function this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this); this.physics.add.collider(this.player, this.bombs, this.hitBomb, null, this); } update () { if (this.gameOver) { return; } if (this.cursors.left.isDown) { this.player.setVelocityX(-160); this.player.anims.play('left', true); } else if (this.cursors.right.isDown) { this.player.setVelocityX(160); this.player.anims.play('right', true); } else { this.player.setVelocityX(0); this.player.anims.play('turn'); } if (this.cursors.up.isDown && this.player.body.touching.down) { this.player.setVelocityY(-330); } } collectStar (player, star) { star.disableBody(true, true); // Add and update the score this.score += 10; this.scoreText.setText(`Score: ${this.score}`); if (this.stars.countActive(true) === 0) { // A new batch of stars to collect this.stars.children.iterate(child => { child.enableBody(true, child.x, 0, true, true); }); const x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400); const bomb = this.bombs.create(x, 16, 'bomb'); bomb.setBounce(1); bomb.setCollideWorldBounds(true); bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); } } hitBomb (player, bomb) { this.physics.pause(); player.setTint(0xff0000); player.anims.play('turn'); this.gameOver = true; } } const config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 300 }, debug: false } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
scoreText;
gameOver = false;
score = 0;
cursors;
platforms;
bombs;
stars;
player;
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 ()
{
// A simple background for our game
this.add.image(400, 300, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
this.platforms = this.physics.add.staticGroup();
// Here we create the ground.
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Now let's create some ledges
this.platforms.create(600, 400, 'ground');
this.platforms.create(50, 250, 'ground');
this.platforms.create(750, 220, 'ground');
// The player and its settings
this.player = this.physics.add.sprite(100, 450, 'dude');
// Player physics properties. Give the little guy a slight bounce.
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
// Our player animations, turning, walking left and walking right.
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
});
// Input Events
this.cursors = this.input.keyboard.createCursorKeys();
// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
this.stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
this.stars.children.iterate(child =>
{
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
this.bombs = this.physics.add.group();
// The score
this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
// Collide the player and the stars with the platforms
this.physics.add.collider(this.player, this.platforms);
this.physics.add.collider(this.stars, this.platforms);
this.physics.add.collider(this.bombs, this.platforms);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this);
this.physics.add.collider(this.player, this.bombs, this.hitBomb, null, this);
}
update ()
{
if (this.gameOver)
{
return;
}
if (this.cursors.left.isDown)
{
this.player.setVelocityX(-160);
this.player.anims.play('left', true);
}
else if (this.cursors.right.isDown)
{
this.player.setVelocityX(160);
this.player.anims.play('right', true);
}
else
{
this.player.setVelocityX(0);
this.player.anims.play('turn');
}
if (this.cursors.up.isDown && this.player.body.touching.down)
{
this.player.setVelocityY(-330);
}
}
collectStar (player, star)
{
star.disableBody(true, true);
// Add and update the score
this.score += 10;
this.scoreText.setText(`Score: ${this.score}`);
if (this.stars.countActive(true) === 0)
{
// A new batch of stars to collect
this.stars.children.iterate(child =>
{
child.enableBody(true, child.x, 0, true, true);
});
const x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
const bomb = this.bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
}
}
hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
this.gameOver = true;
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: Example
};
const game = new Phaser.Game(config);