Phaser: The game loop
This post is part of a Phaser series. Click here to see the first post of the series.
In Phaser in addition to the preload() and create() scenes, we also have a third scene, called update().
Here is where everything happens.
preload() and create() are run just once.
update() is going to be called forever. It’s a never ending loop, that is repeatedly called until our game ends.
In this example, we create a text that slowly moves to the bottom right of the canvas:
let text
function create() {
text = this.add.text(100, 100, 'test')
}
function update() {
text.x += 1
text.y += 1
}
const game = new Phaser.Game({
width: 400,
height: 400,
scene: {
create,
update
}
})
Note how I added let text at the top, so we can reference it inside both create() and update().
In update() I modified the x and y properties. You can modify other properties, for example you can modify angle to rotate an object:
function update() {
text.angle += 2
}
You can make an object start with a specific velocity.
Call setVelocity() and pass a number for the X axis, and another optional for the Y axis:
text.setVelocity(20, 20)
Or use setVelocityX() and setVelocityY() to only set one of the 2 axis.
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