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class Example extends Phaser.Scene { timedEvent; maxHealth = 100; currentHealth = 100; cursors; text; healthGroup; sprite; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('cat', 'assets/sprites/orange-cat1.png'); this.load.image('health', 'assets/sprites/firstaid.png'); } create () { this.sprite = this.physics.add.image(400, 300, 'cat'); this.sprite.setCollideWorldBounds(true); // Create 10 random health pick-ups this.healthGroup = this.physics.add.staticGroup({ key: 'health', frameQuantity: 10, immovable: true }); const children = this.healthGroup.getChildren(); for (let i = 0; i < children.length; i++) { const x = Phaser.Math.Between(50, 750); const y = Phaser.Math.Between(50, 550); children[i].setPosition(x, y); } this.healthGroup.refresh(); // So we can see how much health we have left this.text = this.add.text(10, 10, 'Health: 100', { font: '32px Courier', fill: '#000000' }); // Cursors to move this.cursors = this.input.keyboard.createCursorKeys(); // When the player sprite his the health packs, call this function ... this.physics.add.overlap(this.sprite, this.healthGroup, this.spriteHitHealth, null, this); // Decrease the health by calling reduceHealth every 50ms this.timedEvent = this.time.addEvent({ delay: 50, callback: this.reduceHealth, callbackScope: this, loop: true }); } update () { if (this.currentHealth === 0) { return; } this.text.setText(`Health: ${this.currentHealth}`); this.sprite.setVelocity(0); if (this.cursors.left.isDown) { this.sprite.setVelocityX(-200); } else if (this.cursors.right.isDown) { this.sprite.setVelocityX(200); } if (this.cursors.up.isDown) { this.sprite.setVelocityY(-200); } else if (this.cursors.down.isDown) { this.sprite.setVelocityY(200); } } reduceHealth () { this.currentHealth--; if (this.currentHealth === 0) { // Uh oh, we're dead this.sprite.body.reset(400, 300); this.text.setText('Health: RIP'); // Stop the timer this.timedEvent.remove(); } } spriteHitHealth (sprite, health) { // Hide the sprite this.healthGroup.killAndHide(health); // And disable the body health.body.enable = false; // Add 10 health, it'll never go over maxHealth this.currentHealth = Phaser.Math.MaxAdd(this.currentHealth, 10, this.maxHealth); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#2d6b2d', parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: 0 } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
timedEvent;
maxHealth = 100;
currentHealth = 100;
cursors;
text;
healthGroup;
sprite;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('cat', 'assets/sprites/orange-cat1.png');
this.load.image('health', 'assets/sprites/firstaid.png');
}
create ()
{
this.sprite = this.physics.add.image(400, 300, 'cat');
this.sprite.setCollideWorldBounds(true);
// Create 10 random health pick-ups
this.healthGroup = this.physics.add.staticGroup({
key: 'health',
frameQuantity: 10,
immovable: true
});
const children = this.healthGroup.getChildren();
for (let i = 0; i < children.length; i++)
{
const x = Phaser.Math.Between(50, 750);
const y = Phaser.Math.Between(50, 550);
children[i].setPosition(x, y);
}
this.healthGroup.refresh();
// So we can see how much health we have left
this.text = this.add.text(10, 10, 'Health: 100', { font: '32px Courier', fill: '#000000' });
// Cursors to move
this.cursors = this.input.keyboard.createCursorKeys();
// When the player sprite his the health packs, call this function ...
this.physics.add.overlap(this.sprite, this.healthGroup, this.spriteHitHealth, null, this);
// Decrease the health by calling reduceHealth every 50ms
this.timedEvent = this.time.addEvent({ delay: 50, callback: this.reduceHealth, callbackScope: this, loop: true });
}
update ()
{
if (this.currentHealth === 0)
{
return;
}
this.text.setText(`Health: ${this.currentHealth}`);
this.sprite.setVelocity(0);
if (this.cursors.left.isDown)
{
this.sprite.setVelocityX(-200);
}
else if (this.cursors.right.isDown)
{
this.sprite.setVelocityX(200);
}
if (this.cursors.up.isDown)
{
this.sprite.setVelocityY(-200);
}
else if (this.cursors.down.isDown)
{
this.sprite.setVelocityY(200);
}
}
reduceHealth ()
{
this.currentHealth--;
if (this.currentHealth === 0)
{
// Uh oh, we're dead
this.sprite.body.reset(400, 300);
this.text.setText('Health: RIP');
// Stop the timer
this.timedEvent.remove();
}
}
spriteHitHealth (sprite, health)
{
// Hide the sprite
this.healthGroup.killAndHide(health);
// And disable the body
health.body.enable = false;
// Add 10 health, it'll never go over maxHealth
this.currentHealth = Phaser.Math.MaxAdd(this.currentHealth, 10, this.maxHealth);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d6b2d',
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: 0
}
},
scene: Example
};
const game = new Phaser.Game(config);