/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); var zombieCamera: Phaser.Camera; var zombie: Phaser.Sprite; var walkSpeed: number = 2, direction: number = 1; function preload() { game.world.setSize(1280, 600, true); game.load.image('ground', 'assets/tests/ground-2x.png'); game.load.image('river', 'assets/tests/river-2x.png'); game.load.image('sky', 'assets/tests/sky-2x.png'); game.load.spritesheet('zombie', 'assets/sprites/metalslug_monster39x40.png', 39, 40); } function create() { // Add background images. game.add.sprite(0, 0, 'sky'); game.add.sprite(0, 360, 'ground'); game.add.sprite(0, 400, 'river'); // Create zombie spirte zombie = game.add.sprite(480, 336, 'zombie'); zombie.animations.add('walk', null, 30, true); zombie.animations.play('walk'); // Create a small camera which looks at the zombie. // Use the same settings as the default camera. zombieCamera = game.add.camera(0, 0, 800, 600); // Use x and y properties to set the target area. zombieCamera.x = 420; zombieCamera.y = 240; // Resize the camera so that it will only look at 200x200 area. zombieCamera.setSize(200, 200); // Use setPosition() method to set where the camera rendered // on the screen. zombieCamera.setPosition(0, 0); } function update() { if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { zombieCamera.x -= 2; } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { zombieCamera.x += 2; } if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { zombieCamera.y -= 2; } else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { zombieCamera.y += 2; } // zombie wandering update zombie.x += walkSpeed * direction; if (zombie.x > 540 || zombie.x < 440) { // Change walk direction. direction *= -1; // Flip zombie's animation. zombie.texture.flippedX = !zombie.texture.flippedX; } } function render() { Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); Phaser.DebugUtils.renderCameraInfo(zombieCamera, 32, 128); } })();