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            class Example extends Phaser.Scene { preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('ball', 'assets/sprites/shinyball.png'); this.load.image('crate', 'assets/sprites/crate32.png'); } create () { // Create a few balls const balls = this.physics.add.group({ key: 'ball', quantity: 24, bounceX: 1, bounceY: 1, collideWorldBounds: true, velocityX: 300, velocityY: 150 }); // Create a few crates const crates = this.physics.add.group({ key: 'crate', quantity: 24, bounceX: 1, bounceY: 1, collideWorldBounds: true, velocityX: -150, velocityY: -300 }); Phaser.Actions.RandomRectangle(balls.getChildren(), this.physics.world.bounds); Phaser.Actions.RandomRectangle(crates.getChildren(), this.physics.world.bounds); this.physics.add.collider( balls, crates, (ball, crate) => { ball.setAlpha(0.5); crate.setAlpha(0.5); }); } } const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'arcade', arcade: { debug: false } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('ball', 'assets/sprites/shinyball.png');
        this.load.image('crate', 'assets/sprites/crate32.png');
    }
    create ()
    {
        //  Create a few balls
        const balls = this.physics.add.group({
            key: 'ball',
            quantity: 24,
            bounceX: 1,
            bounceY: 1,
            collideWorldBounds: true,
            velocityX: 300,
            velocityY: 150
        });
        //  Create a few crates
        const crates = this.physics.add.group({
            key: 'crate',
            quantity: 24,
            bounceX: 1,
            bounceY: 1,
            collideWorldBounds: true,
            velocityX: -150,
            velocityY: -300
        });
        Phaser.Actions.RandomRectangle(balls.getChildren(), this.physics.world.bounds);
        Phaser.Actions.RandomRectangle(crates.getChildren(), this.physics.world.bounds);
        this.physics.add.collider(
            balls,
            crates,
            (ball, crate) =>
            {
                ball.setAlpha(0.5);
                crate.setAlpha(0.5);
            });
    }
}
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    physics: {
        default: 'arcade',
        arcade: {
            debug: false
        }
    },
    scene: Example
};
const game = new Phaser.Game(config);