/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); function init() { // Using Phasers asset loader we load up a PNG from the assets folder game.load.image('fuji', 'assets/pics/atari_fujilogo.png'); game.load.start(); } var fuji; var wn; var hn; function create() { game.stage.backgroundColor = 'rgb(0,0,100)'; game.world.setSize(2000, 1200, true); // The sprite is 320 x 200 pixels in size positioned in the middle of the stage fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji'); //fuji.transform.scale.setTo(1.5, 1.5); //fuji.transform.scale.setTo(1.5, 1.5); //fuji.transform.skew.setTo(0.1, 0.1); //fuji.texture.alpha = 0.5; //fuji.texture.flippedX = true; //fuji.texture.flippedY = true; //fuji.transform.scale.setTo(2, 2); //fuji.transform.scale.setTo(2, 2); // This sets the origin to the center //fuji.transform.origin.setTo(0.5, 0.5); game.input.onTap.add(rotateIt, this); } function rotateIt() { fuji.rotation += 20; } function update() { fuji.rotation += 1; 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; } //Phaser.SpriteUtils.updateCameraDisplay(game.camera, fuji); } function render() { //game.stage.context.fillStyle = 'rgb(255,255,255)'; //game.stage.context.fillRect(fuji.x, fuji.y, 2, 2); game.stage.context.fillStyle = 'rgb(255,0,0)'; game.stage.context.fillRect(fuji.x, fuji.y, 2, 2); game.stage.context.fillStyle = 'rgb(255,255,0)'; game.stage.context.fillRect(fuji.cameraView.x + fuji.cameraView.halfWidth, fuji.cameraView.y + fuji.cameraView.halfHeight, 2, 2); game.stage.context.strokeStyle = 'rgb(255,255,0)'; game.stage.context.strokeRect(fuji.cameraView.x, fuji.cameraView.y, fuji.cameraView.width, fuji.cameraView.height); //game.stage.context.strokeStyle = 'rgb(0,255,0)'; //game.stage.context.strokeRect(fuji.x, fuji.y, wn, hn); //game.camera.renderDebugInfo(32, 32); Phaser.DebugUtils.renderSpriteInfo(fuji, 32, 32); } })();