/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); function init() { // Using Phasers asset loader we load up a PNG from the assets folder game.load.image('atari', 'assets/sprites/atari130xe.png'); game.load.image('ball', 'assets/sprites/shinyball.png'); game.load.start(); } var atari: Phaser.Sprite; var ball: Phaser.Sprite; function create() { // Add some gravity to the world, otherwise nothing will actually happen game.physics.gravity.setTo(0, 5); // We'll make the atari sprite a static body, so it won't be influenced by gravity or other forces atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC); //atari.rotation = 10; //atari.body.transform.setRotation(1); //atari.body.angle = 1; atari.body.setTransform(atari.body.position, 1); atari.body.syncTransform(); // atari = 220px width (110 = center x) // ball = 32px width (16 = center x) // Ball will be a dynamic body and fall based on gravity ball = game.add.physicsSprite(300-20, 0, 'ball'); //ball.body.angle = 1; //ball.body.transform.setRotation(1); //ball.body.fixedRotation = true; // limit the velocity or things can go nuts ball.body.linearDamping = 0.5; ball.body.angularDamping = 0.5; // when the ball bounces out of the game world, call the resetBall function ball.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST; ball.events.onOutOfBounds.add(resetBall, this); } function resetBall() { ball.body.setPosition(300, 0); } function render() { Phaser.DebugUtils.renderPhysicsBodyInfo(atari.body, 32, 32); Phaser.DebugUtils.renderPhysicsBodyInfo(ball.body, 320, 32); Phaser.DebugUtils.renderPhysicsBody(atari.body); Phaser.DebugUtils.renderPhysicsBody(ball.body); } })();