var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('atari', 'assets/sprites/atari130xe.png'); game.load.image('mushroom', 'assets/sprites/mushroom2.png'); game.load.image('flectrum', 'assets/sprites/flectrum.png'); } var testGroup; var sprite1; var sprite2; var sprite3; function create() { game.stage.backgroundColor = '#2d2d2d'; game.world.setBounds(-1000, -1000, 2000, 2000); testGroup = game.add.group(); test2(); } function test1 () { // Test 1 - 2 sprites in world space (seems to work fine with local transform?) sprite1 = game.add.sprite(-600, 200, 'atari'); sprite1.name = 'atari'; // sprite1.body.setSize(100, 100, 0, 0); sprite2 = game.add.sprite(-100, 220, 'mushroom'); sprite2.name = 'mushroom'; game.camera.focusOn(sprite1); game.camera.x += 300; game.input.onDown.add(go1, this); } function test2 () { // 1 sprite in world space (seems to work fine with local transform?) and 1 in a group sprite1 = testGroup.create(0, -150, 'atari'); sprite1.name = 'atari'; sprite1.body.immovable = true; // sprite1.body.setSize(100, 100, 0, 0); sprite2 = game.add.sprite(-100, 150, 'mushroom'); sprite2.name = 'mushroom'; sprite3 = game.add.sprite(-200, 150, 'flectrum'); sprite3.name = 'tall'; testGroup.x = -600; testGroup.y = 200; game.camera.focusOn(sprite2); game.camera.x -= 300; game.input.onDown.add(go2, this); } function go1 () { sprite1.body.velocity.x = 100; sprite2.body.velocity.x = -100; } function go2 () { sprite2.body.velocity.x = -100; } function update () { game.physics.collide(sprite1, sprite2, collisionHandler, null, this); // sprite3.angle += 0.5; } function collisionHandler (obj1, obj2) { game.stage.backgroundColor = '#992d2d'; console.log(obj1.name + ' collided with ' + obj2.name); } function render() { // game.debug.renderSpriteInfo(sprite1, 32, 32); // game.debug.renderSpriteCollision(sprite1, 32, 400); game.debug.renderSpriteCoords(sprite1, 32, 32); game.debug.renderSpriteCoords(sprite2, 300, 32); game.debug.renderCameraInfo(game.camera, 32, 500); game.debug.renderSpriteBody(sprite1); game.debug.renderSpriteBody(sprite2); game.debug.renderSpriteBody(sprite3); game.debug.renderGroupInfo(testGroup, 500, 500); game.debug.renderPixel(testGroup.x, testGroup.y, 'rgb(255,255,0)'); }