Playing with acceleration in phaser ce

For todays post on phaser ce I thought I would play around with acceleration. Doing so with phaser ce is just a matter of setting point values for the instance of Phaser.Point at Sprite.body.acceleration in a physics enabled Sprite. In this post I will be covering a simple silly use case example of how to go about working with acceleration in phaser ce, and also touch base on some other important tools available in the framework for doing so.

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Playing with gravity in phaser ce

As of late I am diving into expanding my content on phaser ce and have gotten into the arcade physics engine. Todays post will be on gravity, setting values for gravity is pretty straight forward if you just want to have all objects be pulled down to the ground. In that case all that is required is to set the sprite.body.gravity.y property to a desired value. However with other projects it can get a little complicated, so I have started this post for outlining some use case examples of gravity in phaser ce.

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Getting started with physics using phaser ce

So there are javaScript projects that one can learn the ins and outs in just a few hours or a day or two, and then there are javaScript projects like phaser ce where it can take a good part of a month or even a whole lot longer just to get a good grasp about everything it has to offer before event starting to get into the Physics Manager it comes with.

Now that I have covered a great deal about phaser when it comes to the basics such as state objects, groups, making sprite sheets with canvas it is time to get into some use case examples in which I am using the physics engines that come with phaser.

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Game time that is subject to pause in phaser ce

When working with time in phaser ce it is often important to now use game.time.now, or a new javaScript date object by itself. Unless you are making a project where things do need to progress with real world time, in most projects it is necessary to have game time be a subject to a pause event, or inactivity. The vale that is returned by game.time.elapsed is the about of time in milliseconds that has elapsed sense the last frame tick. In addition it is.a value that will not keep getting larger as real world time goes by when the game is pause or the window is inactive. As such the elapsed time is great for moving display objects by a pixels per second value, as the display objects will not jump forward if the game is inactive for a sec. So in this post I will be going over some use case examples of the elapsed property in the time object in phaser ce.

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