Disable Collider
Demonstrates how to temporarily enable or disable specific Arcade Physics colliders or overlaps by toggling their active property, such as for a temporary invulnerability power-up.
800 × 600
class Example extends Phaser.Scene
{
cursors;
player;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('box', 'assets/sprites/box-item-boxed.png');
this.load.image('sky', 'src/games/firstgame/assets/sky.png');
this.load.image('bomb', 'src/games/firstgame/assets/bomb.png');
this.load.image('ground', 'src/games/firstgame/assets/platform.png');
this.load.image('star', 'src/games/firstgame/assets/star.png');
this.load.spritesheet('boom', 'assets/sprites/explosion.png', { frameWidth: 64, frameHeight: 64, endFrame: 23 });
this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', {
frameWidth: 32,
frameHeight: 48
});
}
create ()
{
this.createAnims();
this.add.image(400, 300, 'sky');
const box = this.physics.add.staticImage(400, 450, 'box');
this.platforms = this.physics.add.staticGroup();
this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
this.player = this.physics.add.sprite(100, 450, 'dude');
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
this.explosion = this.add.sprite(0, 0, 'boom').setVisible(false);
this.bombs = this.physics.add.group({
key: 'bomb',
quantity: 10,
setXY: { x: 10, y: 10, stepX: 80, stepY: 40 },
bounceX: 0.8,
bounceY: 0.8,
collideWorldBounds: true,
velocityX: 50
});
this.physics.add.collider(this.player, this.platforms);
this.physics.add.collider(this.bombs, this.platforms);
const bombsCollider = this.physics.add.overlap(this.player, this.bombs, (player, bomb) =>
{
this.explosion.copyPosition(bomb).play('explode');
bomb.destroy();
});
this.physics.add.overlap(this.player, box, (player, _box) =>
{
bombsCollider.active = false;
player.setTint(0xffff00).setTintMode(Phaser.TintModes.FILL);
_box.destroy();
this.time.delayedCall(5000, () =>
{
bombsCollider.active = true;
player.clearTint();
});
});
this.cursors = this.input.keyboard.createCursorKeys();
}
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);
}
}
createAnims ()
{
this.anims.create({
key: 'explode',
frames: 'boom',
frameRate: 20,
showOnStart: true,
hideOnComplete: 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
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game-container',
physics: {
default: 'arcade',
arcade: {
debug: false,
gravity: { y: 300 }
}
},
scene: Example
};
const game = new Phaser.Game(config);