mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
74 lines
1.7 KiB
JavaScript
74 lines
1.7 KiB
JavaScript
|
|
||
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||
|
|
||
|
function preload() {
|
||
|
|
||
|
game.stage.backgroundColor = '#007236';
|
||
|
|
||
|
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
||
|
game.load.image('phaser', 'assets/sprites/sonic_havok_sanity.png');
|
||
|
|
||
|
}
|
||
|
|
||
|
var cursors;
|
||
|
|
||
|
function create() {
|
||
|
|
||
|
// Modify the world and camera bounds
|
||
|
game.world.setBounds(-1000, -1000, 2000, 2000);
|
||
|
|
||
|
for (var i = 0; i < 100; i++)
|
||
|
{
|
||
|
game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
|
||
|
}
|
||
|
|
||
|
// This will create a new object called "cursors", inside it will contain 4 objects: up, down, left and right.
|
||
|
// These are all Phaser.Key objects, so anything you can do with a Key object you can do with these.
|
||
|
cursors = game.input.keyboard.createCursorKeys();
|
||
|
|
||
|
}
|
||
|
|
||
|
function update() {
|
||
|
|
||
|
// For example this checks if the up or down keys are pressed and moves the camera accordingly.
|
||
|
if (cursors.up.isDown)
|
||
|
{
|
||
|
// If the shift key is also pressed then the world is rotated
|
||
|
if (cursors.up.shiftKey)
|
||
|
{
|
||
|
game.world.rotation += 0.05;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
game.camera.y -= 4;
|
||
|
}
|
||
|
}
|
||
|
else if (cursors.down.isDown)
|
||
|
{
|
||
|
if (cursors.down.shiftKey)
|
||
|
{
|
||
|
game.world.rotation -= 0.05;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
game.camera.y += 4;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (cursors.left.isDown)
|
||
|
{
|
||
|
game.camera.x -= 4;
|
||
|
}
|
||
|
else if (cursors.right.isDown)
|
||
|
{
|
||
|
game.camera.x += 4;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
game.debug.renderCameraInfo(game.camera, 32, 32);
|
||
|
|
||
|
}
|