phaser/examples/wip/fixed to cam.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.bitmapFont('desyrel', 'assets/fonts/desyrel.png', 'assets/fonts/desyrel.xml', null, 0, -32);
}
var cursors;
var mushroom;
function create() {
game.world.setBounds(0, 0, 1920, 1200);
game.add.image(0, 0, 'backdrop');
mushroom = game.add.sprite(400, 400, 'mushroom');
// Test Fixing an Image to the Camera
var fixie = game.add.image(100, 100, 'coke');
fixie.fixedToCamera = true;
// And tween it
game.add.tween(fixie.cameraOffset).to({ y: 500 }, 2000, Phaser.Easing.Bounce.Out, true, 0, 1000, true);
// Test Fixing a Sprite to the Camera
var fixie2 = game.add.sprite(600, 100, 'coke');
fixie2.fixedToCamera = true;
fixie2.inputEnabled = true;
fixie2.events.onInputDown.add(clicked, this);
// Test Fixing a Text to the Camera
var text = game.add.text(300, 32, '-phaser-');
text.fixedToCamera = true;
// Test fixing a BitmapText to the Camera
var text2 = game.add.bitmapText(200, 500, 'desyrel', 'camera fixies', 32);
text2.fixedToCamera = true;
// Button! do mouse events still work then?
game.camera.follow(mushroom);
cursors = game.input.keyboard.createCursorKeys();
}
function clicked() {
console.log('boom');
}
function update() {
if (cursors.left.isDown)
{
mushroom.x -= 8;
}
else if (cursors.right.isDown)
{
mushroom.x += 8;
}
if (cursors.up.isDown)
{
mushroom.y -= 8;
}
else if (cursors.down.isDown)
{
mushroom.y += 8;
}
}
function render() {
}