var game = new Phaser.Game(320, 240, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { // 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'); } function create() { //We increase the size of our game world game.world.setBounds(0,0,2000, 2000); for (var i = 0; i < 1000; i++) { //And spread some sprites inside it game.add.sprite(game.world.randomX, game.world.randomY, 'melon'); } } function update() { //This allows us to move the game camera using the keyboard 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.debug.renderInputInfo(16, 16); }