phaser/Tests/input/game scale 1.ts

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/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a tiny game (320x240 in size)
var game = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
function init() {
// This sets a limit on the up-scale
game.stage.scale.maxWidth = 800;
game.stage.scale.maxHeight = 600;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
game.load.image('melon', 'assets/sprites/melon.png');
game.load.start();
}
function create() {
game.world.setSize(2000, 2000);
for (var i = 0; i < 1000; i++)
{
game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
}
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
function render() {
game.input.renderDebugInfo(16, 16);
}
})();