Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
class Example extends Phaser.Scene { controls; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.spritesheet('balls', 'assets/sprites/balls.png', { frameWidth: 17, frameHeight: 17 }); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes.json'); this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png'); } create () { const map = this.make.tilemap({ key: 'map' }); const tileset = map.addTilesetImage('kenny_platformer_64x64'); const layer = map.createLayer(0, tileset, 0, 0); // Set colliding tiles before converting the layer to Matter bodies! map.setCollisionByExclusion([ -1, 0 ]); // Convert the layer. Any colliding tiles will be given a Matter body. // If a tile has collision shapes from Tiled, these will be loaded. If // not, a default rectangle body will be used. // The body will be accessible via tile.physics.matterBody. this.matter.world.convertTilemapLayer(layer); this.matter.world.setBounds(map.widthInPixels, map.heightInPixels); // Drop bouncy, Matter balls on pointer down this.input.on('pointerdown', function () { const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main); for (let i = 0; i < 4; i++) { const x = worldPoint.x + Phaser.Math.RND.integerInRange(-5, 5); const y = worldPoint.y + Phaser.Math.RND.integerInRange(-5, 5); const frame = Phaser.Math.RND.integerInRange(0, 5); this.matter.add.image(x, y, 'balls', frame, { restitution: 1 }); } }, this); this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels); this.cameras.main.setScroll(95, 0); const cursors = this.input.keyboard.createCursorKeys(); const controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, speed: 0.5 }; this.controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig); const help = this.add.text(16, 16, 'Left-click to drop balls.\nArrows to scroll.', { fontSize: '18px', padding: { x: 10, y: 5 }, backgroundColor: '#000000', fill: '#ffffff' }); help.setScrollFactor(0); } update (time, delta) { this.controls.update(delta); } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#000000', parent: 'phaser-example', physics: { default: 'matter', matter: { gravity: { y: 1 }, enableSleep: true } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
controls;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.spritesheet('balls', 'assets/sprites/balls.png', { frameWidth: 17, frameHeight: 17 });
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes.json');
this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png');
}
create ()
{
const map = this.make.tilemap({ key: 'map' });
const tileset = map.addTilesetImage('kenny_platformer_64x64');
const layer = map.createLayer(0, tileset, 0, 0);
// Set colliding tiles before converting the layer to Matter bodies!
map.setCollisionByExclusion([ -1, 0 ]);
// Convert the layer. Any colliding tiles will be given a Matter body.
// If a tile has collision shapes from Tiled, these will be loaded. If
// not, a default rectangle body will be used.
// The body will be accessible via tile.physics.matterBody.
this.matter.world.convertTilemapLayer(layer);
this.matter.world.setBounds(map.widthInPixels, map.heightInPixels);
// Drop bouncy, Matter balls on pointer down
this.input.on('pointerdown', function ()
{
const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main);
for (let i = 0; i < 4; i++)
{
const x = worldPoint.x + Phaser.Math.RND.integerInRange(-5, 5);
const y = worldPoint.y + Phaser.Math.RND.integerInRange(-5, 5);
const frame = Phaser.Math.RND.integerInRange(0, 5);
this.matter.add.image(x, y, 'balls', frame, { restitution: 1 });
}
}, this);
this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
this.cameras.main.setScroll(95, 0);
const cursors = this.input.keyboard.createCursorKeys();
const controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
speed: 0.5
};
this.controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);
const help = this.add.text(16, 16, 'Left-click to drop balls.\nArrows to scroll.', {
fontSize: '18px',
padding: { x: 10, y: 5 },
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
}
update (time, delta)
{
this.controls.update(delta);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'phaser-example',
physics: {
default: 'matter',
matter: {
gravity: { y: 1 },
enableSleep: true
}
},
scene: Example
};
const game = new Phaser.Game(config);