var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('phaser', 'assets/sprites/phaser-dude.png'); game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32); } var sprite; var group; var cursors; function create() { game.stage.backgroundColor = '#2d2d2d'; // This example will check Sprite vs. Group collision sprite = game.add.sprite(32, 200, 'phaser'); sprite.name = 'phaser-dude'; group = game.add.group(); for (var i = 0; i < 50; i++) { var c = group.create(game.rnd.integerInRange(100, 770), game.rnd.integerInRange(0, 570), 'veggies', game.rnd.integerInRange(0, 36)); c.name = 'veg' + i; c.body.immovable = true; } for (var i = 0; i < 20; i++) { // Here we'll create some chillis which the player can pick-up. They are still part of the same Group. var c = group.create(game.rnd.integerInRange(100, 770), game.rnd.integerInRange(0, 570), 'veggies', 17); c.name = 'chilli' + i; c.body.immovable = true; } cursors = game.input.keyboard.createCursorKeys(); } function update() { game.physics.collide(sprite, group, collisionHandler, null, this); game.physics.collide(group, group); sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; if (cursors.left.isDown) { sprite.body.velocity.x = -200; } else if (cursors.right.isDown) { sprite.body.velocity.x = 200; } if (cursors.up.isDown) { sprite.body.velocity.y = -200; } else if (cursors.down.isDown) { sprite.body.velocity.y = 200; } } function collisionHandler (player, veg) { // If the player collides with the chillis then they get eaten :) // The chilli frame ID is 17 if (veg.frame == 17) { veg.kill(); } }