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class Example extends Phaser.Scene { text; graphics; block; atari; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('block', 'assets/sprites/block.png'); this.load.image('flower', 'assets/sprites/flower-exo.png'); this.load.image('atari', 'assets/sprites/atari800.png'); } create () { this.atari = this.physics.add.staticImage(400, 300, 'atari'); this.block = this.physics.add.image(0, 0, 'block'); this.block.setVelocity(200, 200); this.block.setBounce(1, 1); this.block.setCollideWorldBounds(true); this.graphics = this.add.graphics(); this.text = this.add.text(0, 0, '-'); // During a Body vs. Static Body collision or overlap the Body becomes 'blocked' (and also 'touching'). // It's easier to see during an overlap: this.physics.add.overlap(this.atari, this.block); } update () { this.graphics.clear(); this.draw(this.atari); this.draw(this.block); this.text.setText([ 'Box:', '', JSON.stringify( Phaser.Utils.Objects.Pick(this.block.body, [ 'blocked', 'touching', 'embedded' ]), null, 2 ) ]); } draw (gameObject) { this.graphics.lineStyle(5, 0xffff00, 0.8); this.drawFaces(gameObject.body, gameObject.body.touching); this.graphics.lineStyle(5, 0xff0000, 0.8); this.drawFaces(gameObject.body, gameObject.body.blocked); } drawFaces (body, faces) { if (faces.left) { this.graphics.lineBetween(body.left, body.top, body.left, body.bottom); } if (faces.up) { this.graphics.lineBetween(body.left, body.top, body.right, body.top); } if (faces.right) { this.graphics.lineBetween(body.right, body.top, body.right, body.bottom); } if (faces.down) { this.graphics.lineBetween(body.left, body.bottom, body.right, body.bottom); } } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: false, gravity: { y: 200 } } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
text;
graphics;
block;
atari;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('block', 'assets/sprites/block.png');
this.load.image('flower', 'assets/sprites/flower-exo.png');
this.load.image('atari', 'assets/sprites/atari800.png');
}
create ()
{
this.atari = this.physics.add.staticImage(400, 300, 'atari');
this.block = this.physics.add.image(0, 0, 'block');
this.block.setVelocity(200, 200);
this.block.setBounce(1, 1);
this.block.setCollideWorldBounds(true);
this.graphics = this.add.graphics();
this.text = this.add.text(0, 0, '-');
// During a Body vs. Static Body collision or overlap the Body becomes 'blocked' (and also 'touching').
// It's easier to see during an overlap:
this.physics.add.overlap(this.atari, this.block);
}
update ()
{
this.graphics.clear();
this.draw(this.atari);
this.draw(this.block);
this.text.setText([
'Box:',
'',
JSON.stringify(
Phaser.Utils.Objects.Pick(this.block.body, [
'blocked',
'touching',
'embedded'
]),
null,
2
)
]);
}
draw (gameObject)
{
this.graphics.lineStyle(5, 0xffff00, 0.8);
this.drawFaces(gameObject.body, gameObject.body.touching);
this.graphics.lineStyle(5, 0xff0000, 0.8);
this.drawFaces(gameObject.body, gameObject.body.blocked);
}
drawFaces (body, faces)
{
if (faces.left)
{
this.graphics.lineBetween(body.left, body.top, body.left, body.bottom);
}
if (faces.up)
{
this.graphics.lineBetween(body.left, body.top, body.right, body.top);
}
if (faces.right)
{
this.graphics.lineBetween(body.right, body.top, body.right, body.bottom);
}
if (faces.down)
{
this.graphics.lineBetween(body.left, body.bottom, body.right, body.bottom);
}
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
debug: false,
gravity: { y: 200 }
}
},
scene: Example
};
const game = new Phaser.Game(config);