phaser/examples/physics/sprite bounds.js

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2013-10-22 02:58:20 +00:00
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
}
var fuji;
var b;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
fuji = game.add.sprite(game.world.centerX, game.world.centerY, 'fuji');
fuji.anchor.setTo(0, 0.5);
// fuji.angle = 34;
b = new Phaser.Rectangle(fuji.center.x, fuji.center.y, fuji.width, fuji.height);
//Remember that the sprite is rotating around its anchor
game.add.tween(fuji).to({ angle: 360 }, 20000, Phaser.Easing.Linear.None, true, 0, true);
}
function update() {
if (game.input.activePointer.justPressed())
{
fuji.centerOn(game.input.x, game.input.y);
}
b.x = fuji.center.x - fuji.halfWidth;
b.y = fuji.center.y - fuji.halfHeight;
}
function render() {
//Phaser.DebugUtils.renderSpriteWorldViewBounds(fuji);
//Phaser.DebugUtils.renderSpriteBounds(fuji);
game.debug.renderSpriteCorners(fuji);
//Phaser.DebugUtils.renderSpriteWorldView(fuji, 32, 32);
game.debug.renderRectangle(b, 'rgba(0,20,91,1)');
}