var game =newPhaser.Game(800,600, Phaser.CANVAS,'phaser-example',{ preload: preload, create: create, update: update, render: render });functionpreload(){
game.load.spritesheet('gameboy','assets/sprites/gameboy_seize_color_40x60.png',40,60);}var sprite;var sprite2;functioncreate(){
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor ='#124184';// Here we're tweening the scale of the sprite, which translates to the scale of the Body as well.// The collision will carry on working even against the scaled body.
sprite = game.add.sprite(200,300,'gameboy',2);
sprite.anchor.set(0.5);
sprite.smoothed =false;
game.physics.enable(sprite, Phaser.Physics.ARCADE);
sprite.body.immovable =true;
sprite2 = game.add.sprite(600,270,'gameboy',3);
game.physics.enable(sprite2, Phaser.Physics.ARCADE);
game.add.tween(sprite.scale).to({ x:3, y:3},2000, Phaser.Easing.Linear.None,true,0,1000,true);}functionupdate(){
sprite2.body.velocity.x =-200;
game.physics.arcade.collide(sprite, sprite2);}functionrender(){// game.debug.body(sprite);// game.debug.body(sprite2);}