var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.spritesheet('spinner', 'assets/sprites/bluemetal_32x32x4.png', 32, 32); } var sprites; function create() { // Here we create a group, populate it with sprites, give them all a random velocity // and then check the group against itself for collision sprites = game.add.group(); for (var i = 0; i < 30; i++) { var s = sprites.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(32, 200), 'spinner'); s.animations.add('spin', [0,1,2,3]); s.play('spin', 20, true); s.body.velocity.x = game.rnd.integerInRange(-200, 200); s.body.velocity.y = game.rnd.integerInRange(-200, 200); } sprites.setAll('body.collideWorldBounds', true); sprites.setAll('body.bounce.x', 1); sprites.setAll('body.bounce.y', 1); sprites.setAll('body.linearDamping', 0); sprites.setAll('body.minBounceVelocity', 0); } function update() { game.physics.collide(sprites); }