说明

支持IE 9+、Firefox、Chrome、Safari、Opera以及Mobile Chrome(Android 2.2+)、Mobile Safari(iOS 5+)

var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, render: render });

function preload() {

    game.load.image('ilkke', 'assets/sprites/ilkke.png');

}

var sprite1;
var sprite2;
var sprite3;
var sprite4;

function create() {

    game.stage.backgroundColor = '#2d2d2d';

    game.physics.startSystem(Phaser.Physics.ARCADE);

    //  Set the world (global) gravity
    game.physics.arcade.gravity.y = 100;

    //  Sprite 1 will use the World (global) gravity
    sprite1 = game.add.sprite(100, 96, 'ilkke');

    //  Sprite 2 is set to ignore the global gravity and use its own value
    sprite2 = game.add.sprite(300, 96, 'ilkke');

    //  Sprite 3 will use both the world gravity and its own gravityScale modifier
    sprite3 = game.add.sprite(500, 96, 'ilkke');

    //  Sprite 4 will ignore all gravity
    sprite4 = game.add.sprite(700, 96, 'ilkke');

    // Enable physics on those sprites
    game.physics.enable( [ sprite1, sprite2, sprite3, sprite4 ], Phaser.Physics.ARCADE);

    sprite1.body.collideWorldBounds = true;
    sprite1.body.bounce.y = 0.8;
    
    sprite2.body.collideWorldBounds = true;
    sprite2.body.bounce.y = 0.8;
    sprite2.body.gravity.y = 200;
    
    sprite3.body.collideWorldBounds = true;
    sprite3.body.bounce.y = 0.8;
    sprite3.body.gravity.y = 50;

    sprite4.body.allowGravity = false;

}

function render() {

    game.debug.text('world gravity', sprite1.x - 32, 64);
    game.debug.text('local gravity', sprite2.x - 32, 64);
    game.debug.text('local / 2', sprite3.x - 32, 64);
    game.debug.text('no gravity', sprite4.x - 32, 64);

}

下载

所有的demo源码都可以访问github项目主页下载

下载所有demo

在线代码编辑

使用这个在线代码编辑器可以不用下载和安装任何东西就可以看到运行效果

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