wip/balls
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('ball', 'assets/sprites/shinyball.png');
}
var balls;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
balls = game.add.physicsGroup();
for (var i = 0; i < 16; i++)
{
var ball = balls.create(game.rnd.between(32, 768), game.rnd.between(32, 568), 'ball');
ball.body.setCircle(16);
ball.body.collideWorldBounds = true;
ball.body.bounce.set(1);
ball.body.gravity.y = 100;
ball.body.velocity.set(game.rnd.between(-100, 100), game.rnd.between(-100, 100));
}
}
function update () {
game.physics.arcade.collide(balls);
}
function render () {
// game.debug.body(disk);
// game.debug.body(ball1);
// game.debug.body(ball2);
}