var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:update, render:render }); var sprite, otherSprite ; var counter = 0 ; var step = Math.PI * 2 / 360 ; function preload() { // Load images to use as the game sprites game.load.image('sprite', 'assets/sprites/phaser2.png'); game.load.image('otherSprite', 'assets/sprites/phaser-dude.png'); } function create() { // Create sprite A and put it in the middle of the stage sprite = game.add.sprite(0, 0, 'sprite'); sprite.alpha = 0.5 ; sprite.x = game.width / 2 ; sprite.anchor.x = sprite.anchor.y = 0.5 ; // create sprite B otherSprite = game.add.sprite(0, 0, 'otherSprite'); otherSprite.alpha = 0.5 ; otherSprite.x = (game.width / 2) + 150 ; otherSprite.y = (game.height / 2) + 150 ; otherSprite.anchor.x = sprite.anchor.y = 0.5 ; otherSprite.body.immovable = true ; } function update() { game.physics.collide( sprite, otherSprite ) ; // Move sprite up and down smoothly for show var tStep = Math.sin( counter ) ; sprite.y = (game.height/2) + tStep * 30 ; sprite.rotation += Phaser.Math.degToRad( 0.1 * tStep ) ; counter += step ; } function render() { // Physics game.debug.renderSpriteBody(sprite); game.debug.renderSpriteCollision(sprite, 32, 32); game.debug.renderSpriteBody(otherSprite); }