Arcade Physics Circular Collisions
Demonstrates how to use circular physics bodies instead of rectangular ones for accurate collisions between round objects, featuring both static and dynamic bodies.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.spritesheet('ball', 'assets/sprites/balls.png', { frameWidth: 17, frameHeight: 17 });
this.load.image('wizball', 'assets/sprites/wizball.png');
}
create ()
{
this.cameras.main.centerOn(0, 0);
const globe = this.physics.add.staticImage(0, 0, 'wizball')
.setCircle(45);
const balls = this.physics.add.group({
defaultKey: 'ball',
bounceX: 1,
bounceY: 1
});
balls.defaults.setVelocityX = 100;
balls.defaults.setVelocityY = 100;
let created;
created = balls.createMultiple({
quantity: 20,
key: balls.defaultKey,
frame: 0
});
Phaser.Actions.PlaceOnCircle(created, { x: -200, y: -200, radius: 50 });
balls.defaults.setVelocityX = -100;
balls.defaults.setVelocityY = 100;
created = balls.createMultiple({
quantity: 20,
key: balls.defaultKey,
frame: 1
});
Phaser.Actions.PlaceOnCircle(created, { x: 400, y: -400, radius: 50 });
balls.defaults.setVelocityX = -100;
balls.defaults.setVelocityY = -100;
created = balls.createMultiple({
quantity: 20,
key: balls.defaultKey,
frame: 2
});
Phaser.Actions.PlaceOnCircle(created, { x: 600, y: 600, radius: 50 });
balls.defaults.setVelocityX = 100;
balls.defaults.setVelocityY = -100;
created = balls.createMultiple({
quantity: 20,
key: balls.defaultKey,
frame: 3
});
Phaser.Actions.PlaceOnCircle(created, { x: -800, y: 800, radius: 50 });
for (const ball of balls.getChildren())
{
ball.setCircle(8);
}
this.physics.add.collider(globe, balls);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game-container',
physics: {
default: 'arcade',
arcade: { debug: false }
},
scene: Example
};
const game = new Phaser.Game(config);