Phaser: Understanding the Game Loop
This blog post is part of a series on Phaser. Check out the first post here.
In Phaser, we have three different scenes: preload(), create(), and update(). While preload() and create() are run only once, update() is constantly called in an never-ending loop until the game ends.
In this example, we create a text object that slowly moves towards the bottom right corner of the canvas:
1 | let text; |
Note that I added let text at the top so we can reference it within both create() and update() functions.
In the update() function, I modified the values of x and y properties. You can also modify other properties, such as angle to rotate an object:
1 | function update() { |
Additionally, you can set the initial velocity of an object using the setVelocity() function:
1 | text.setVelocity(20, 20); |
Alternatively, you can use setVelocityX() and setVelocityY() to set velocity on only one axis.