var game =newPhaser.Game(800,600, Phaser.CANVAS,'phaser-example',{ preload: preload, create: create, update: update, render: render });functionpreload(){
game.load.image('atari','assets/sprites/atari130xe.png');
game.load.image('sky','assets/skies/sunset.png');}var sprite;var debugRect;var overlapRect;var cursors;var text;varmpxi=function(x){return x };functioncreate(){
debugRect =newPhaser.Rectangle();
overlapRect =newPhaser.Rectangle(400,300,90,64);
game.add.image(0,0,'sky');// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);// Map the meters to pixels conversion function to our local var
mpxi = game.physics.p2.mpxi;// Make things a bit more bouncey
game.physics.p2.defaultRestitution =0.8;// Add a sprite
sprite = game.add.sprite(200,200,'atari');// Enable if for physics. This creates a default rectangular body.
game.physics.p2.enable(sprite);// Modify a few body properties
sprite.body.setZeroDamping();
sprite.body.fixedRotation =true;
text = game.add.text(20,20,'move with arrow keys',{ fill:'#ffffff'});
cursors = game.input.keyboard.createCursorKeys();}functionupdate(){
sprite.body.setZeroVelocity();if(cursors.left.isDown){
sprite.body.moveLeft(400);}elseif(cursors.right.isDown){
sprite.body.moveRight(400);}if(cursors.up.isDown){
sprite.body.moveUp(400);}elseif(cursors.down.isDown){
sprite.body.moveDown(400);}if(debugRect.intersects(overlapRect)){
text.text ='Overlapping';}else{
text.text ='move with arrow keys';}}functionrender(){var bodyAABB = sprite.body.data.aabb;
debugRect.x =mpxi(bodyAABB.upperBound[0]);
debugRect.y =mpxi(bodyAABB.upperBound[1]);
debugRect.right =mpxi(bodyAABB.lowerBound[0]);
debugRect.bottom =mpxi(bodyAABB.lowerBound[1]);
game.debug.geom(debugRect);
game.debug.geom(overlapRect);}