/// (function () { // Here we create a tiny game (320x240 in size) var game = new Phaser.Game(this, 'game', 320, 240, preload, create, update, render); function preload() { // This sets a limit on the up-scale game.stage.scale.maxWidth = 800; game.stage.scale.maxHeight = 600; // Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; game.load.image('melon', 'assets/sprites/melon.png'); } function create() { game.world.setSize(2000, 2000); for(var i = 0; i < 1000; i++) { game.add.sprite(game.world.randomX, game.world.randomY, 'melon'); } } function update() { 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() { Phaser.DebugUtils.renderInputInfo(16, 16); } })();