arcade physics/offset bounding box
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('atari', 'assets/sprites/atari130xe.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
var sprite1;
var sprite2;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = '#2d2d2d';
sprite1 = game.add.sprite(150, 200, 'atari');
sprite1.name = 'atari';
sprite2 = game.add.sprite(700, 220, 'mushroom');
sprite2.name = 'mushroom';
game.physics.enable([sprite1,sprite2], Phaser.Physics.ARCADE);
// This adjusts the collision body size to be a 100x50 box.
// 50, 25 is the X and Y offset of the newly sized box.
sprite1.body.setSize(100, 50, 50, 25);
sprite1.body.immovable = true;
sprite2.body.velocity.x = -100;
}
function update() {
game.physics.arcade.collide(sprite1, sprite2, collisionHandler, null, this);
}
function collisionHandler (obj1, obj2) {
game.stage.backgroundColor = '#992d2d';
}
function render() {
game.debug.bodyInfo(sprite1, 32, 32);
game.debug.body(sprite1);
game.debug.body(sprite2);
}