class Example extends Phaser.Scene { constructor () { super(); } create () { const shape = this.make.graphics(); shape.fillStyle(0xffffff); shape.slice(400, 300, 200, Phaser.Math.DegToRad(340), Phaser.Math.DegToRad(30), true); shape.fillPath(); const mask = shape.createGeometryMask(); this.cameras.main.setMask(mask); const worldWidth = 1600; const worldHeight = 1200; this.matter.world.setBounds(0, 0, worldWidth, worldHeight); // Create loads of random bodies for (let i = 0; i < 100; i++) { const x = Phaser.Math.Between(0, worldWidth); const y = Phaser.Math.Between(0, worldHeight); if (Math.random() < 0.7) { const sides = Phaser.Math.Between(3, 14); const radius = Phaser.Math.Between(8, 50); this.matter.add.polygon(x, y, sides, radius, { restitution: 0.9 }); } else { const width = Phaser.Math.Between(16, 128); const height = Phaser.Math.Between(8, 64); this.matter.add.rectangle(x, y, width, height, { restitution: 0.9 }); } } this.matter.add.mouseSpring(); const cursors = this.input.keyboard.createCursorKeys(); const controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q), zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E), acceleration: 0.06, drag: 0.0005, maxSpeed: 1.0 }; this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); this.input.keyboard.on('KEY_DOWN_Z', function (event) { this.cameras.main.rotation += 0.01; }, 0, this); this.input.keyboard.on('KEY_DOWN_X', function (event) { this.cameras.main.rotation -= 0.01; }, 0, this); } update (time, delta) { this.controls.update(delta); } } const config = { type: Phaser.WEBGL, width: 800, height: 600, parent: 'phaser-example', pixelArt: true, physics: { default: 'matter', matter: { gravity: { y: 0 }, debug: true } }, scene: [ Example ] }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
    constructor ()
    {
        super();
    }
    create ()
    {
        const shape = this.make.graphics();
        shape.fillStyle(0xffffff);
        shape.slice(400, 300, 200, Phaser.Math.DegToRad(340), Phaser.Math.DegToRad(30), true);
        shape.fillPath();
        const mask = shape.createGeometryMask();
        this.cameras.main.setMask(mask);
        const worldWidth = 1600;
        const worldHeight = 1200;
        this.matter.world.setBounds(0, 0, worldWidth, worldHeight);
        //  Create loads of random bodies
        for (let i = 0; i < 100; i++)
        {
            const x = Phaser.Math.Between(0, worldWidth);
            const y = Phaser.Math.Between(0, worldHeight);
            if (Math.random() < 0.7)
            {
                const sides = Phaser.Math.Between(3, 14);
                const radius = Phaser.Math.Between(8, 50);
                this.matter.add.polygon(x, y, sides, radius, { restitution: 0.9 });
            }
            else
            {
                const width = Phaser.Math.Between(16, 128);
                const height = Phaser.Math.Between(8, 64);
                this.matter.add.rectangle(x, y, width, height, { restitution: 0.9 });
            }
        }
        this.matter.add.mouseSpring();
        const cursors = this.input.keyboard.createCursorKeys();
        const controlConfig = {
            camera: this.cameras.main,
            left: cursors.left,
            right: cursors.right,
            up: cursors.up,
            down: cursors.down,
            zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q),
            zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E),
            acceleration: 0.06,
            drag: 0.0005,
            maxSpeed: 1.0
        };
        this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
        this.input.keyboard.on('KEY_DOWN_Z', function (event) {
            this.cameras.main.rotation += 0.01;
        }, 0, this);
        this.input.keyboard.on('KEY_DOWN_X', function (event) {
            this.cameras.main.rotation -= 0.01;
        }, 0, this);
    }
    update (time, delta)
    {
        this.controls.update(delta);
    }
}
const config = {
    type: Phaser.WEBGL,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    pixelArt: true,
    physics: {
        default: 'matter',
        matter: {
            gravity: {
                y: 0
            },
            debug: true
        }
    },
    scene: [ Example ]
};
const game = new Phaser.Game(config);