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- var bricks;
- var Brick;
- function create() {
- game.physics.startSystem(Phaser.Physics.P2JS);
- game.stage.backgroundColor = "5577ff";
- paddle = game.add.sprite(game.world.centerX - 50, game.world.height - 75, 'paddle');
- game.physics.p2.enable(paddle);
- paddle.body.collideWorldBounds = true;
- bricks = game.add.physicsGroup(Phaser.Physics.P2JS);
- for(y=0; y<3; y++) {
- for(x=0; x<10; x++) {
- Brick = bricks.create((50*x)+25,(150-(50*y)),'brick');
- Brick.frame = y;
- Brick.body.static = true;
- }
- }
- ball = game.add.sprite(game.world.centerX - 10, game.world.height - 95, 'ball');
- game.physics.p2.enable(ball);
- ball.body.velocity.x = 250 + Math.random() * 50;
- ball.body.velocity.y = -250 - Math.random() * 50;
- ball.body.setZeroDamping();
- ball.body.collideWorldBounds = true;
- }
- function update() {
- paddle.body.velocity.x = 0;
- paddle.body.y = game.world.height - 75;
- paddle.body.angle = 0;
- if(game.input.keyboard.isDown(Phaser.KeyCode.A)) {
- paddle.body.velocity.x = -500;
- } else if(game.input.keyboard.isDown(Phaser.KeyCode.D)) {
- paddle.body.velocity.x = 500;
- }
- ball.body.collides(bricks,damage);
- }
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