var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60); game.load.image('atari', 'assets/sprites/atari130xe.png'); } var sprite; var sprite2; var sprite3; function create() { game.stage.backgroundColor = '#124184'; // In this example the little Gameboy sprite can pass through the top/bottom of the Atari sprite // Because it's set to ignore collisions on its top/bottom faces. sprite = game.add.sprite(300, 200, 'atari'); sprite.name = 'atari'; sprite.body.collideWorldBounds = true; sprite.body.checkCollision.up = false; sprite.body.checkCollision.down = false; sprite.body.immovable = true; sprite2 = game.add.sprite(350, 400, 'gameboy', 2); sprite2.name = 'gameboy'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(1, 1); sprite3 = game.add.sprite(0, 210, 'gameboy', 4); sprite3.name = 'gameboy2'; sprite3.body.collideWorldBounds = true; sprite3.body.bounce.setTo(1, 1); sprite2.body.velocity.y = -200; sprite3.body.velocity.x = 200; } function update() { game.physics.collide(sprite, sprite2); game.physics.collide(sprite, sprite3); } function render() { // game.debug.renderBodyInfo(sprite, 16, 24); game.debug.renderPhysicsBody(sprite.body); game.debug.renderPhysicsBody(sprite2.body); }