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The method for implementing jump upon collision in Phaser.js involves the following steps:

  1. Create a player object and a platform object using Phaser's built-in classes and assign them physics bodies.

  2. Use Phaser's collision detection system to detect when the player collides with the platform.

  3. In the collision callback function, check if the player is touching the platform from the top.

  4. If the player is touching the platform from the top, set the player's y velocity to a negative value to make it jump.

  5. Add controls for the player to move left and right using keyboard events or touch events.

  6. Add gravity to the player to make it fall back down to the platform after jumping.

  7. Repeat the above steps for all platforms in your game.

Here's an example code snippet:

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });

function preload() {
  game.load.image('player', 'assets/player.png');
  game.load.image('platform', 'assets/platform.png');
}

var player;
var platforms;

function create() {
  game.physics.startSystem(Phaser.Physics.ARCADE);

  player = game.add.sprite(50, 50, 'player');
  game.physics.arcade.enable(player);
  player.body.gravity.y = 300;

  platforms = game.add.group();
  platforms.enableBody = true;
  var platform = platforms.create(0, game.world.height - 64, 'platform');
  platform.body.immovable = true;
}

function update() {
  game.physics.arcade.collide(player, platforms, function() {
    if (player.body.touching.down) {
      player.body.velocity.y = -200;
    }
  });

  var cursors = game.input.keyboard.createCursorKeys();

  if (cursors.left.isDown) {
    player.body.velocity.x = -150;
  } else if (cursors.right.isDown) {
    player.body.velocity.x = 150;
  } else {
    player.body.velocity.x = 0;
  }
}

In this example, the player jumps upon collision with the platform when the player is touching the platform from the top. The player can also move left and right using the arrow keys.