Collision Direction Detection
Demonstrates how to use the 'touching' property of Arcade Physics bodies to detect specific collision directions, such as hitting the bottom of a platform to spawn an item.
800 × 600
class Example extends Phaser.Scene
{
platform;
cursors;
ground;
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.ground = this.physics.add.staticImage(400, 568, 'ground').setScale(2).refreshBody();
this.platform = this.physics.add.image(400, 400, 'ground');
this.platform.setImmovable(true);
this.platform.body.allowGravity = false;
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',
frameQuantity: 12,
maxSize: 12,
active: false,
visible: false,
enable: false,
collideWorldBounds: true,
bounceX: 0.5,
bounceY: 0.5,
dragX: 30,
dragY: 0
});
this.physics.add.collider(
this.player,
this.platform,
(player, platform) =>
{
if (player.body.touching.up && platform.body.touching.down)
{
this.createStar(
player.body.center.x,
platform.body.top - 16,
player.body.velocity.x,
player.body.velocity.y * -3
);
}
});
this.physics.add.collider(this.player, this.ground);
this.physics.add.collider(this.stars, this.ground);
this.physics.add.collider(this.stars, this.platform);
this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this);
}
update ()
{
if (this.cursors.left.isDown)
{
this.player.setVelocityX(-180);
this.player.anims.play('left', true);
}
else if (this.cursors.right.isDown)
{
this.player.setVelocityX(180);
this.player.anims.play('right', true);
}
else
{
this.player.setVelocityX(0);
this.player.anims.play('turn');
}
if (this.cursors.up.isDown && this.player.body.touching.down)
{
this.player.setVelocityY(-360);
}
}
collectStar (player, star)
{
star.disableBody(true, true);
}
createStar (x, y, vx, vy)
{
const star = this.stars.get();
if (!star) { return; }
star
.enableBody(true, x, y, true, true)
.setVelocity(vx, vy);
}
}
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);