var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); function preload() { // Enable scaling // game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; // game.stage.scale.maxWidth = 1500; // game.stage.scale.maxHeight = 1000; // game.stage.scale.startFullScreen(); // game.stage.scale.refresh(); game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71); game.load.image('sky0','assets/skies/space2.png'); game.load.image('sky1','assets/skies/cavern1.png'); game.load.image('sky2','assets/skies/chrome.png'); game.load.image('sky3','assets/skies/fire.png'); game.load.image('sky4','assets/skies/fog.png'); game.load.image('sky5','assets/skies/sky1.png'); game.load.image('sky6','assets/skies/toxic.png'); } var background; var button1; var button2; var button3; var button4; var button5; var button6; function create() { console.log('create!'); background = game.add.sprite(0, 0, 'sky0'); background.name = 'background'; // Standard button (also used as our pointer tracker) button1 = game.add.button(100, 100, 'button', changeSky, this, 2, 1, 0); button1.name = 'sky1'; button1.anchor.setTo(0.5, 0.5); // Rotated button button2 = game.add.button(330, 200, 'button', changeSky, this, 2, 1, 0); button2.name = 'sky2'; button2.angle = 24; button2.anchor.setTo(0.5, 0.5); // Width scaled button button3 = game.add.button(100, 300, 'button', changeSky, this, 2, 1, 0); button3.name = 'sky3'; button3.width = 300; button3.anchor.setTo(0, 0.5); // button3.angle = 0.1; // Scaled button button4 = game.add.button(300, 450, 'button', changeSky, this, 2, 1, 0); button4.name = 'sky4'; button4.scale.setTo(2, 2); // Shrunk button button5 = game.add.button(100, 450, 'button', changeSky, this, 2, 1, 0); button5.name = 'sky5'; button5.scale.setTo(0.5, 0.5); // Scaled and Rotated button button6 = game.add.button(570, 200, 'button', changeSky, this, 2, 1, 0); // anchor 0.5 button6.name = 'sky6'; button6.angle = 32; button6.scale.setTo(2, 2); button6.anchor.setTo(0.5, 0.5); // works regardless of world angle, parent angle or camera position // game.world.setBounds(0, 0, 2000, 2000); // game.world.angle = 10; // game.camera.x = 300; // Phaser.Canvas.setSmoothingEnabled(false); //game.input.onDown.add(gofull, this); } function gofull() { game.stage.scale.startFullScreen(false); } function changeSky (button) { background.loadTexture(button.name); } function render () { game.debug.renderSpriteCorners(button1, false, true); game.debug.renderSpriteCorners(button2, false, true); game.debug.renderSpriteCorners(button3, false, true); game.debug.renderSpriteCorners(button4, false, true); game.debug.renderSpriteCorners(button5, false, true); game.debug.renderSpriteCorners(button6, false, true); // game.debug.renderWorldTransformInfo(button1, 32, 132); // game.debug.renderText('sx: ' + button3.scale.x + ' sy: ' + button3.scale.y + ' w: ' + button3.width + ' cw: ' + button3._cache.width, 32, 20); // game.debug.renderText('ox: ' + game.stage.offset.x + ' oy: ' + game.stage.offset.y, 32, 20); // game.debug.renderPoint(button3.input._tempPoint); // game.debug.renderPoint(button6.input._tempPoint); game.debug.renderInputInfo(32, 32); }