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index.js
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let platforms;
let player;
let cursors;
let ball;
function preload() {
this.load.image('sky', 'assets/sky.png');
this.load.image('brick1', 'assets/brick1.png');
this.load.image('brick2', 'assets/brick2.png');
this.load.image('bomb', 'assets/bomb.png');
}
function create() {
this.add.image(400, 300, 'sky');
platforms = this.physics.add.staticGroup();
platforms.create(600, 400, 'brick2');
platforms.create(50, 250, 'brick2');
platforms.create(750, 220, 'brick2');
platforms.create(50, 50, 'brick2');
platforms.create(150, 150, 'brick2');
platforms.create(455, 100, 'brick2');
player = this.physics.add.sprite(100, 550, 'brick1');
player.body.setAllowGravity(false);
player.body.setImmovable(true);
ball = this.physics.add.sprite(100, 450, 'bomb');
ball.setBounce(1.1);
ball.setCollideWorldBounds(true);
ball.setVelocity(Phaser.Math.Between(-200, 200), 20);
ball.allowGravity = false;
this.physics.add.collider(ball, platforms);
this.physics.add.collider(ball, player);
}
function update() {
cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown) {
player.setVelocityX(-200);
} else if (cursors.right.isDown) {
player.setVelocityX(200);
} else {
player.setVelocityX(0);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: {
preload,
create,
update,
},
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false,
},
},
};
// eslint-disable-next-line no-unused-vars
const game = new Phaser.Game(config);