var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.image('sky', 'assets/skies/sunset.png');
}
var sprite1;
var sprite2;
var sprite3;
function create() {
game.add.image(0, 0, 'sky');
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.gravity.y = 300;
var spriteMaterial = game.physics.p2.createMaterial('spriteMaterial');
var worldMaterial = game.physics.p2.createMaterial('worldMaterial');
var contactMaterial = game.physics.p2.createContactMaterial(spriteMaterial, worldMaterial, { restitution: 1.0 });
game.physics.p2.setWorldMaterial(worldMaterial);
sprite1 = game.add.sprite(200, 100, 'ball');
sprite2 = game.add.sprite(400, 100, 'ball');
sprite3 = game.add.sprite(600, 100, 'ball');
// Enable for physics. This creates a default rectangular body.
game.physics.p2.enable([ sprite1, sprite2, sprite3 ]);
sprite1.body.setMaterial(spriteMaterial);
sprite2.body.setMaterial(spriteMaterial);
sprite3.body.setMaterial(spriteMaterial);
// Adjust the gravity scale
// At the moment you need to apply this to the body.data property, but this will change to just body as well in the future
sprite1.body.data.gravityScale = 1;
sprite2.body.data.gravityScale = 0.5;
sprite3.body.data.gravityScale = 0.25;
}