var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, 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.refresh(); game.load.image('atari1', 'assets/sprites/atari130xe.png'); game.load.image('atari2', 'assets/sprites/atari800xl.png'); game.load.image('atari4', 'assets/sprites/atari800.png'); game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); game.load.image('duck', 'assets/sprites/darkwing_crazy.png'); game.load.image('firstaid', 'assets/sprites/firstaid.png'); game.load.image('diamond', 'assets/sprites/diamond.png'); game.load.image('mushroom', 'assets/sprites/mushroom2.png'); } function create() { game.world.setBounds(0, 0, 2000, 2000); // This returns an array of all the image keys in the cache var images = game.cache.getImageKeys(); // Now let's create some random sprites and enable them all for drag and 'bring to top' for (var i = 0; i < 200; i++) { var img = game.rnd.pick(images); var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, img); tempSprite.inputEnabled = true; tempSprite.input.enableDrag(false, true); } cursors = game.input.keyboard.createCursorKeys(); } function update() { if (cursors.up.isDown) { game.camera.y -= 4; } else if (cursors.down.isDown) { game.camera.y += 4; } if (cursors.left.isDown) { game.camera.x -= 4; } else if (cursors.right.isDown) { game.camera.x += 4; } } function render() { game.debug.renderInputInfo(32, 32); }