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William Clarkson, over at PhaserGames, writes: "In last week’s post, we explored how to use gravity in Phaser 3. Now we will defy that gravity and make the ball jump. We can do this by setting the velocity of the ball to counteract the gravity.

So far in the code, we’ve set up a ball that falls until it collides against a platform. In this example, we will make the ball jump whenever the game is clicked. Let’s add some input detection at the end of the create function".

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