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Created August 28, 2015 23:51
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Phaser Physics -- Collision Example
var game = new Phaser.Game(
200, //The width in pixels
200, //The height in pixels
Phaser.AUTO, //The render system
"phaser", //The element
preload: preload, // The preload function
create: create, // The create function
update: update // The update function
// Create the variables outside of any one function scope
var sprite;
var sprite2;
function preload() {}
function create() {
// Set the 'game.stage' to a color
game.stage.backgroundColor = '#2d2d2d';
// Start the Arcade physics system
sprite = game.add.sprite(
50, // The x position
20, // The y position
'sprite' // The image cache-key
sprite2 = game.add.sprite(
50, // The x position
150, // The y position
'sprite' // The image cache-key
// Enable Arcade physics on 'sprite'
// Enable Arcade physics on 'sprite2'
// Make sure 'sprite' does not leave the world
sprite.body.collideWorldBounds = true;
// Make sure 'sprite2' does not leave the world
sprite2.body.collideWorldBounds = true;
// Set a velocity for 'sprite'
sprite.body.velocity.y = 40;
// Set an equal velocity for 'sprite2'
sprite2.body.velocity.y = -40;
function update() {
// Check if 'sprite' and 'sprite2' collide with each other
sprite, // The first entry
sprite2, // The entry to check against
collisionCallback, // The collision callback
processCallback // The process callback
function collisionCallback(object1, object2) {
// When they collide, set the background to a different color
game.stage.backgroundColor = '#992d2d';
function processCallback() {
// Within the process callback, we can test for extra things.
// For example, if we wanted to check if their health matched
// of if they were of different enemy types, we can do that here.
// For what ever we test, we need to return either true or false.
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