var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60); } var sprite; var sprite2; function create() { game.stage.backgroundColor = '#124184'; // Here we're tweening the scale of the sprite, which translates to the scale of the Body as well // The collision will carry on working even against the scaled body. sprite = game.add.sprite(200, 300, 'gameboy', 2); sprite.name = 'green'; // sprite.anchor.setTo(0.5, 0.5); sprite.body.immovable = true; sprite2 = game.add.sprite(600, 300, 'gameboy', 3); sprite2.name = 'yellow'; sprite2.body.rebound = false; // sprite2.body.velocity.x = -200; game.add.tween(sprite2).to( { x: 0 }, 3000, Phaser.Easing.Linear.None, true); // game.add.tween(sprite.scale).to( { x: 3, y: 3 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true); } function update() { game.physics.collide(sprite, sprite2); } function render() { game.debug.renderPolygon(sprite.body.polygons, 'rgb(255,0,0)'); game.debug.renderPolygon(sprite2.body.polygons, 'rgb(255,0,0)'); }