var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.spritesheet('spinner', 'assets/sprites/bluemetal_32x32x4.png', 32, 32);
game.load.image('phaser', 'assets/sprites/phaser.png');
}
var sprites;
function create() {
// Here we create a group, populate it with sprites, give them all a random velocity
// and then check the group against itself for collision
sprites = game.add.group();
for (var i = 0; i < 30; i++)
{
var s = sprites.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(32, 200), 'spinner');
s.animations.add('spin', [0,1,2,3]);
s.play('spin', 20, true);
game.physics.enable(s, Phaser.Physics.ARCADE);
s.body.velocity.x = game.rnd.integerInRange(-200, 200);
s.body.velocity.y = game.rnd.integerInRange(-200, 200);
}
// Here we'll create a new group
var groupB = game.make.group();
// And add a sprite into it
groupB.create(16, 16, 'phaser');
// It becomes a child of the Sprites group
sprites.add(groupB);
// This will set physics properties on all group children that have a 'body' (i.e. it will skip the groupB)
sprites.setAll('body.collideWorldBounds', true);
sprites.setAll('body.bounce.x', 1);
sprites.setAll('body.bounce.y', 1);
sprites.setAll('body.minBounceVelocity', 0);
}
function update() {
game.physics.arcade.collide(sprites);
}