Gamedev Phaser Workshop - lesson 10
Collision detection
by Andrzej Mazur
HTML
<script src="https://end3r.github.io/Gamedev-Phaser-Content-Kit/demos/js/phaser.2.4.2.min.js"></script>
CSS
* { padding: 0; margin: 0; }
JavaScript
var game = new Phaser.Game(480, 320, Phaser.AUTO, null, {preload: preload, create: create, update: update});
var ball;
var paddle;
var bricks;
var newBrick;
var brickInfo;
function preload() {
handleRemoteImagesOnJSFiddle();
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.stage.backgroundColor = '#eee';
game.load.image('ball', 'img/ball.png');
game.load.image('paddle', 'img/paddle.png');
game.load.image('brick', 'img/brick.png');
}
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.checkCollision.down = false;
ball = game.add.sprite(game.world.width*0.5, game.world.height-25, 'ball');
ball.anchor.set(0.5);
game.physics.enable(ball, Phaser.Physics.ARCADE);
ball.body.velocity.set(150, -150);
ball.body.collideWorldBounds = true;
ball.body.bounce.set(1);
ball.checkWorldBounds = true;
ball.events.onOutOfBounds.add(function(){
alert('Game over!');
location.reload();
}, this);
paddle = game.add.sprite(game.world.width*0.5, game.world.height-5, 'paddle');
paddle.anchor.set(0.5,1);
game.physics.enable(paddle, Phaser.Physics.ARCADE);
paddle.body.immovable = true;
initBricks();
}
function update() {
game.physics.arcade.collide(ball, paddle);
game.physics.arcade.collide(ball, bricks, ballHitBrick);
paddle.x = game.input.x || game.world.width*0.5;
}
function initBricks() {
brickInfo = {
width: 50,
height: 20,
count: {
row: 7,
col: 3
},
offset: {
top: 50,
left: 60
},
padding: 10
}
bricks = game.add.group();
for(c=0; c<brickInfo.count.col; c++) {
for(r=0; r<brickInfo.count.row; r++) {
var brickX = (r*(brickInfo.width+brickInfo.padding))+brickInfo.offset.left;
var brickY =...