Body on a Path
Demonstrates moving Arcade Physics bodies along a geometric path using an Ellipse curve and the getPoint method to update sprite positions while maintaining collision detection.
800 × 600
class Example extends Phaser.Scene
{
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');
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
this.player = this.physics.add.sprite(100, 450, 'dude');
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
const stars = this.physics.add.group({ allowGravity: false });
// x, y = center of the path
// width, height = size of the elliptical path
// speed = speed the sprite moves along the path per frame
stars.add(new FlyingStar(this, 150, 100, 100, 100, 0.005), true);
stars.add(new FlyingStar(this, 500, 200, 40, 100, 0.005), true);
stars.add(new FlyingStar(this, 600, 200, 40, 100, -0.005), true);
stars.add(new FlyingStar(this, 700, 200, 40, 100, 0.01), 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.physics.add.collider(this.player, platforms);
this.physics.add.overlap(this.player, 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);
}
}
collectStar (player, star)
{
star.disableBody(true, true);
}
}
class FlyingStar extends Phaser.Physics.Arcade.Sprite
{
constructor (scene, x, y, width, height, speed)
{
super(scene, x, y, 'star');
// This is the path the sprite will follow
this.path = new Phaser.Curves.Ellipse(x, y, width, height);
this.pathIndex = 0;
this.pathSpeed = speed;
this.pathVector = new Phaser.Math.Vector2();
this.path.getPoint(0, this.pathVector);
this.setPosition(this.pathVector.x, this.pathVector.y);
}
preUpdate (time, delta)
{
super.preUpdate(time, delta);
this.path.getPoint(this.pathIndex, this.pathVector);
this.setPosition(this.pathVector.x, this.pathVector.y);
this.pathIndex = Phaser.Math.Wrap(this.pathIndex + this.pathSpeed, 0, 1);
}
}
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);