/// (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.renderRotation = false; //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; console.log(fuji.rotation); } function update() { var s = Math.sin(fuji.rotation); var c = Math.cos(fuji.rotation); if(s < 0) { s = -s; } if(c < 0) { c = -c; } wn = fuji.width * s + fuji.width * c; hn = fuji.height * c + fuji.height * s; 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.stage.context.fillStyle = 'rgb(255,255,255)'; game.stage.context.fillRect(fuji.x, fuji.y, 2, 2); game.stage.context.fillStyle = 'rgb(255,255,0)'; game.stage.context.fillRect(fuji.x + fuji.transform.centerX, fuji.y + fuji.transform.centerY, 2, 2); game.stage.context.strokeStyle = 'rgb(255,0,0)'; game.stage.context.strokeRect(fuji.worldView.x, fuji.worldView.y, fuji.worldView.width, fuji.worldView.height); game.stage.context.strokeStyle = 'rgb(0,255,0)'; game.stage.context.strokeRect(fuji.x, fuji.y, wn, hn); game.camera.renderDebugInfo(32, 32); } })();