var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); function preload() { game.load.image('boss', 'assets/misc/boss1.png'); game.load.image('melon', 'assets/sprites/melon.png'); game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71); } var boss; var melon; var button; function create() { boss = game.add.sprite(game.world.centerX, game.world.centerY, 'boss'); boss.anchor.setTo(0.5, 0.5); melon = game.add.sprite(500, game.world.centerY, 'melon'); melon.anchor.setTo(0.5, 0.5); // For browsers that support it, this keeps our pixel art looking crisp (works across Canvas and WebGL) // You can either set smoothing on a specific sprite, like this: // boss.smoothed = false; // Or across the whole stage, like this: game.stage.smoothed = false; // Zoom in each time we press the button button = game.add.button(32, 32, 'button', clickedIt, this, 2, 1, 0); } function clickedIt() { boss.scale.x += 0.5; boss.scale.y += 0.5; melon.scale.x += 0.5; melon.scale.y += 0.5; }