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HTML

              
                <footer><div id=version></div></footer>
              
            
!

CSS

              
                html, body {
  height: 100%;
}

body {
  margin: 0;
  padding: 0;
  background: #111;
  color: #eee;
  font: caption;
}

#version {
  position: absolute;
  left: 0;
  top: 0;
  padding: 1px 2px;
  background: rgba(0,0,0,0.8);
  color: white;
}
              
            
!

JS

              
                console.clear();

document.getElementById('version')
  .textContent = 'Phaser v' + Phaser.VERSION;

var config = {
  type: Phaser.AUTO,
  width: 800,
  height: 600,
  physics: {
    default: 'arcade',
    arcade: {
      gravity: { y: 300 },
      debug: false
    }
  },
  scene: {
    preload: preload,
    create: create,
    update: update
  },
  loader: {
    baseURL: "https://labs.phaser.io",
    crossOrigin: "anonymous"
  },
};

var player;
var stars;
var bombs;
var platforms;
var cursors;
var score = 0;
var gameOver = false;
var scoreText;

var game = new Phaser.Game(config);

function preload () {
  this.load.image('sky', 'src/games/firstgame/assets/sky.png');
  this.load.image('ground', 'src/games/firstgame/assets/platform.png');
  this.load.image('star', 'src/games/firstgame/assets/star.png');
  this.load.image('bomb', 'src/games/firstgame/assets/bomb.png');
  this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
}

function create () {
  //  A simple background for our game
  this.add.image(400, 300, 'sky');

  //  The platforms group contains the ground and the 2 ledges we can jump on
  platforms = this.physics.add.staticGroup();

  //  Here we create the ground.
  //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
  platforms.create(400, 568, 'ground').setScale(2).refreshBody();

  //  Now let's create some ledges
  platforms.create(600, 400, 'ground');
  platforms.create(50, 250, 'ground');
  platforms.create(750, 220, 'ground');

  // The player and its settings
  player = this.physics.add.sprite(100, 450, 'dude');

  //  Player physics properties. Give the little guy a slight bounce.
  player.setBounce(0.2);
  player.setCollideWorldBounds(true);

  //  Our player animations, turning, walking left and walking right.
  this.anims.create({
    key: 'left',
    frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
    frameRate: 10,
    repeat: -1
  });

  this.anims.create({
    key: 'turn',
    frames: [ { key: 'dude', frame: 4 } ],
    frameRate: 20
  });

  this.anims.create({
    key: 'right',
    frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
    frameRate: 10,
    repeat: -1
  });

  //  Input Events
  cursors = this.input.keyboard.createCursorKeys();

  //  Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
  stars = this.physics.add.group({
    key: 'star',
    repeat: 11,
    setXY: { x: 12, y: 0, stepX: 70 }
  });

  stars.children.iterate(function (child) {
    //  Give each star a slightly different bounce
    child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
  });

  bombs = this.physics.add.group();

  //  The score
  scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#fd0' });

  //  Collide the player and the stars with the platforms
  this.physics.add.collider(player, platforms);
  this.physics.add.collider(stars, platforms);
  this.physics.add.collider(bombs, platforms);

  //  Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
  this.physics.add.overlap(player, stars, collectStar, null, this);

  this.physics.add.collider(player, bombs, hitBomb, null, this);
}

function update () {
  if (gameOver) {
    return;
  }

  if (cursors.left.isDown) {
    player.setVelocityX(-160);
    player.anims.play('left', true);
  } else if (cursors.right.isDown) {
    player.setVelocityX(160);
    player.anims.play('right', true);
  } else {
    player.setVelocityX(0);
    player.anims.play('turn');
  }

  if (cursors.up.isDown && player.body.touching.down) {
    player.setVelocityY(-330);
  }
}

function collectStar (player, star) {
  star.disableBody(true, true);

  //  Add and update the score
  score += 10;
  scoreText.setText('Score: ' + score);

  if (stars.countActive(true) === 0) {
    //  A new batch of stars to collect
    stars.children.iterate(function (child) {
      child.enableBody(true, child.x, 0, true, true);
    });

    var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);

    var bomb = bombs.create(x, 16, 'bomb');
    bomb.setBounce(1);
    bomb.setCollideWorldBounds(true);
    bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
    bomb.allowGravity = false;
  }
}

function hitBomb (player, bomb) {
  this.physics.pause();

  player.setTint(0xff0000);

  player.anims.play('turn');

  gameOver = true;
}

              
            
!
999px

Console