Arcade Physics Moving Platform
A demonstration of a player character interacting with static groups and a moving platform. Shows how to set up an immovable body with velocity and gravity disabled to create moving terrain.
800 × 600
class Example extends Phaser.Scene
{
movingPlatform;
cursors;
platforms;
stars;
player;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('sky', 'src/games/firstgame/assets/sky.png');
this.load.image('ground', 'src/games/firstgame/assets/platform.png');
this.load.image('star', 'src/games/firstgame/assets/star.png');
this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
}
create ()
{
this.add.image(400, 300, 'sky');
this.platforms = this.physics.add.staticGroup();
this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// platforms.create(600, 400, 'ground');
// platforms.create(50, 250, 'ground');
// platforms.create(750, 220, 'ground');
this.movingPlatform = this.physics.add.image(400, 400, 'ground');
this.movingPlatform.setImmovable(true);
this.movingPlatform.body.allowGravity = false;
this.movingPlatform.setVelocityX(50);
this.player = this.physics.add.sprite(100, 450, 'dude');
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
this.cursors = this.input.keyboard.createCursorKeys();
this.stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
for (const star of this.stars.getChildren())
{
star.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
}
this.physics.add.collider(this.player, this.platforms);
this.physics.add.collider(this.player, this.movingPlatform);
this.physics.add.collider(this.stars, this.platforms);
this.physics.add.collider(this.stars, this.movingPlatform);
this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this);
}
update ()
{
const { left, right, up } = this.cursors;
if (left.isDown)
{
this.player.setVelocityX(-160);
this.player.anims.play('left', true);
}
else if (right.isDown)
{
this.player.setVelocityX(160);
this.player.anims.play('right', true);
}
else
{
this.player.setVelocityX(0);
this.player.anims.play('turn');
}
if (up.isDown && this.player.body.touching.down)
{
this.player.setVelocityY(-330);
}
if (this.movingPlatform.x >= 500)
{
this.movingPlatform.setVelocityX(-50);
}
else if (this.movingPlatform.x <= 300)
{
this.movingPlatform.setVelocityX(50);
}
}
collectStar (player, star)
{
star.disableBody(true, true);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game-container',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: Example
};
const game = new Phaser.Game(config);