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);
}