Phaser current version test environment
Basic Phaser setup for testing
HTML
<script src="https://rawgit.com/photonstorm/phaser/master/build/phaser.min.js"></script>
<div id="test"></div>
JavaScript
// Phaser current version test environment
// Riding platforms
var game = new Phaser.Game(600, 400, Phaser.AUTO, 'test');
var BasicGame = function(game) {};
BasicGame.Boot = function (game) {};
var group, player, platform1, platform2;
BasicGame.Boot.prototype =
{
preload: function() {
game.time.advancedTiming = true;
},
create: function()
{
game.physics.arcade.gravity.setTo(0, 900);
group = game.add.group();
group.enableBody = true;
var playerbmd = game.add.bitmapData(32, 32);
playerbmd.ctx.rect(0, 0, 32, 32);
playerbmd.ctx.fillStyle = "#0f0";
playerbmd.ctx.fill();
var platformbmd = game.add.bitmapData(80, 16);
platformbmd.ctx.rect(0, 0, 80, 16);
platformbmd.ctx.fillStyle = "#fff";
platformbmd.ctx.fill();
player = game.add.sprite(game.world.centerX, game.world.centerY, playerbmd);
game.physics.arcade.enable(player);
player.anchor.set(0.5);
player.body.collideWorldBounds = true;
// Important - the platforms need to move via velocity, not via direct moving (tweens etc) otherwise they will not allow the player to 'ride' them
platform1 = game.add.sprite(game.world.centerX - 200, game.world.centerY + 64, platformbmd, 0, group);
platform1.anchor.set(0.5)
platform1.body.immovable = true;
platform1.body.checkCollision.down = false;
platform1.body.allowGravity = false;
platform1.body.bounce.set(1);
platform1.body.velocity.x = -100;
platform1.body.collideWorldBounds = true;
platform2 = game.add.sprite(game.world.centerX + 160, game.world.centerY + 64, platformbmd, 0, group);
platform2.anchor.set(0.5)
platform2.body.immovable = true;
platform2.body.checkCollision.down = false;
platform2.body.allowGravity = false;
platform2.body.bounce.set(1);
...