Trick Platforms
Demonstrates how to create platforms that drop and disable their collision properties immediately upon contact with the player using Arcade Physics.
800 × 600
class Example extends Phaser.Scene
{
cursors;
player;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('block', 'assets/sprites/block.png');
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.createAnims();
this.physics.world.checkCollision.up = false;
this.physics.world.checkCollision.down = false;
this.add.image(400, 300, 'sky');
const platforms = this.physics.add.group({
defaultKey: 'ground'
});
platforms.create(400, 500);
platforms.create(450, 400);
platforms.create(500, 300);
platforms.create(550, 200);
platforms.create(600, 100);
for (const platform of platforms.getChildren())
{
platform.body.immovable = true;
platform.body.moves = false;
}
const block = this.physics.add.staticImage(100, 300, 'block');
this.player = this.physics.add.sprite(100, 150, 'dude');
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
this.cursors = this.input.keyboard.createCursorKeys();
const stars = this.physics.add.group({
allowGravity: false,
bounceX: 1,
bounceY: 1,
velocityY: 50
});
stars.createMultiple([
{ key: 'star', quantity: 6, setXY: { x: 450, y: 150, stepX: 50, stepY: 5 } },
{ key: 'star', quantity: 6, setXY: { x: 400, y: 250, stepX: 50, stepY: 5 } },
{ key: 'star', quantity: 6, setXY: { x: 350, y: 350, stepX: 50, stepY: 5 } }
]);
this.physics.add.collider(this.player, platforms, (player, platform) =>
{
platform.body.moves = true;
platform.body.checkCollision.none = true;
});
this.physics.add.collider(this.player, block);
this.physics.add.collider(stars, 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(-150);
this.player.anims.play('left', true);
}
else if (right.isDown)
{
this.player.setVelocityX(150);
this.player.anims.play('right', true);
}
else
{
this.player.setVelocityX(0);
this.player.anims.play('turn');
}
if (up.isDown && this.player.body.onFloor())
{
this.player.setVelocityY(-300);
}
}
collectStar (player, star)
{
star.disableBody(true, true);
}
createAnims ()
{
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);