phaser/Tests/input/mouse scale.ts

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/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Game(this, 'game', 320, 240, init, create, update);
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function init() {
// This sets a limit on the up-scale
myGame.stage.maxScaleX = 640;
myGame.stage.maxScaleY = 480;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = StageScaleMode.SHOW_ALL;
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
myGame.loader.load();
}
function create() {
myGame.world.setSize(2000, 2000);
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for (var i = 0; i < 1000; i++)
{
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
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}
myGame.onRenderCallback = render;
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}
function update() {
if (myGame.input.keyboard.isDown(Keyboard.LEFT))
{
myGame.camera.scroll.x -= 4;
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}
else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
{
myGame.camera.scroll.x += 4;
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}
if (myGame.input.keyboard.isDown(Keyboard.UP))
{
myGame.camera.scroll.y -= 4;
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}
else if (myGame.input.keyboard.isDown(Keyboard.DOWN))
{
myGame.camera.scroll.y += 4;
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}
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
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})();