/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); function init() { game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); game.load.start(); } var sprite; var rotate = false; function create() { game.stage.backgroundColor = 'rgb(0,0,0)'; sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'mummy'); sprite.animations.add('walk'); sprite.animations.play('walk', 20, true); sprite.transform.scale.setTo(4, 4); game.input.onTap.add(rotateIt, this); } function rotateIt() { if(rotate == false) { rotate = true; } else { rotate = false; } } function update() { if(rotate) { sprite.rotation++; } } function render() { game.stage.context.save(); game.stage.context.fillStyle = 'rgb(255,0,255)'; game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperLeft.x) + ' y: ' + Math.round(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperRight.x) + ' y: ' + Math.round(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomLeft.x) + ' y: ' + Math.round(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomRight.x) + ' y: ' + Math.round(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); game.stage.context.fillRect(sprite.transform.center.x, sprite.transform.center.y, 2, 2); game.stage.context.fillRect(sprite.transform.upperLeft.x, sprite.transform.upperLeft.y, 2, 2); game.stage.context.fillRect(sprite.transform.upperRight.x, sprite.transform.upperRight.y, 2, 2); game.stage.context.fillRect(sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y, 2, 2); game.stage.context.fillRect(sprite.transform.bottomRight.x, sprite.transform.bottomRight.y, 2, 2); game.stage.context.strokeStyle = 'rgb(255,255,0)'; game.stage.context.strokeRect(sprite.cameraView.x, sprite.cameraView.y, sprite.cameraView.width, sprite.cameraView.height); game.stage.context.restore(); } })();