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.stage.backgroundColor = '#2d2d2d'; // This will check Sprite vs. Sprite collision sprite1 = game.add.sprite(50, 200, 'atari'); sprite1.name = 'atari'; // sprite1.anchor.set(0.5); sprite2 = game.add.sprite(700, 220, 'mushroom'); sprite2.name = 'mushroom'; // Enable the physics bodies of both sprites game.physics.enable([sprite1, sprite2]); // And move 'em sprite1.body.velocity.x = 100; sprite2.body.velocity.x = -100; } function update() { // object1, object2, collideCallback, processCallback, callbackContext game.physics.arcade.collide(sprite1, sprite2, collisionHandler, null, this); // var b = sprite1.getBounds(); // console.log(b); } function collisionHandler (obj1, obj2) { // The two sprites are colliding game.stage.backgroundColor = '#992d2d'; } function render() { // var b = sprite1.getBounds(); // game.debug.geom(b, 'rgba(255,0,0,0.8)', true, 1); game.debug.geom(sprite1.body, 'rgba(0,255,0,0.4)', true, 1); game.debug.geom(sprite2.body, 'rgba(0,255,0,0.4)', true, 1); }