Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
class Example extends Phaser.Scene { lastFired = 0; cursors; stats; speed; info; ship; bullets; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('ship', 'assets/sprites/ship.png'); this.load.image('bullet', 'assets/sprites/bullet.png'); } create () { // A sample custom class with its own 'update' and 'fire' methods class Bullet extends Phaser.GameObjects.Image { constructor (scene) { super(scene, 0, 0, 'bullet'); this.speed = Phaser.Math.GetSpeed(500, 1); } fire (x, y) { this.setPosition(x, y - 50); this.setActive(true); this.setVisible(true); } update (time, delta) { this.y -= this.speed * delta; if (this.y < -50) { this.setActive(false); this.setVisible(false); } } } this.info = this.add.text(0, 0, 'Click to add objects', { fill: '#00ff00' }); // Set the custom class type that this Group will create. // Limited to just 10 objects in the pool, not allowed to grow beyond it. // runChildUpdate tells the Group to call 'update' on any active child. The default is false. this.bullets = this.add.group({ classType: Bullet, maxSize: 10, runChildUpdate: true }); this.ship = this.add.sprite(400, 500, 'ship').setDepth(1); this.cursors = this.input.keyboard.createCursorKeys(); this.speed = Phaser.Math.GetSpeed(300, 1); } update (time, delta) { if (this.cursors.left.isDown) { this.ship.x -= this.speed * delta; } else if (this.cursors.right.isDown) { this.ship.x += this.speed * delta; } if (this.cursors.up.isDown && time > this.lastFired) { const bullet = this.bullets.get(); if (bullet) { bullet.fire(this.ship.x, this.ship.y); this.lastFired = time + 50; } } this.info.setText([ `Used: ${this.bullets.getTotalUsed()}`, `Free: ${this.bullets.getTotalFree()}` ]); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
lastFired = 0;
cursors;
stats;
speed;
info;
ship;
bullets;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('ship', 'assets/sprites/ship.png');
this.load.image('bullet', 'assets/sprites/bullet.png');
}
create ()
{
// A sample custom class with its own 'update' and 'fire' methods
class Bullet extends Phaser.GameObjects.Image
{
constructor (scene)
{
super(scene, 0, 0, 'bullet');
this.speed = Phaser.Math.GetSpeed(500, 1);
}
fire (x, y)
{
this.setPosition(x, y - 50);
this.setActive(true);
this.setVisible(true);
}
update (time, delta)
{
this.y -= this.speed * delta;
if (this.y < -50)
{
this.setActive(false);
this.setVisible(false);
}
}
}
this.info = this.add.text(0, 0, 'Click to add objects', { fill: '#00ff00' });
// Set the custom class type that this Group will create.
// Limited to just 10 objects in the pool, not allowed to grow beyond it.
// runChildUpdate tells the Group to call 'update' on any active child. The default is false.
this.bullets = this.add.group({
classType: Bullet,
maxSize: 10,
runChildUpdate: true
});
this.ship = this.add.sprite(400, 500, 'ship').setDepth(1);
this.cursors = this.input.keyboard.createCursorKeys();
this.speed = Phaser.Math.GetSpeed(300, 1);
}
update (time, delta)
{
if (this.cursors.left.isDown)
{
this.ship.x -= this.speed * delta;
}
else if (this.cursors.right.isDown)
{
this.ship.x += this.speed * delta;
}
if (this.cursors.up.isDown && time > this.lastFired)
{
const bullet = this.bullets.get();
if (bullet)
{
bullet.fire(this.ship.x, this.ship.y);
this.lastFired = time + 50;
}
}
this.info.setText([
`Used: ${this.bullets.getTotalUsed()}`,
`Free: ${this.bullets.getTotalFree()}`
]);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'phaser-example',
scene: Example
};
const game = new Phaser.Game(config);