arcade physics/accelerate to pointer
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('arrow', 'assets/sprites/arrow.png');
}
var sprite;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = '#0072bc';
sprite = game.add.sprite(400, 300, 'arrow');
sprite.anchor.setTo(0.5, 0.5);
// Enable Arcade Physics for the sprite
game.physics.enable(sprite, Phaser.Physics.ARCADE);
// Tell it we don't want physics to manage the rotation
sprite.body.allowRotation = false;
}
function update() {
sprite.rotation = game.physics.arcade.moveToPointer(sprite, 60, game.input.activePointer, 500);
}
function render() {
game.debug.spriteInfo(sprite, 32, 32);
}