/// (function () { // Here we create a quite tiny game (320x240 in size) var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update); function init() { // This sets a limit on the up-scale myGame.stage.maxScaleX = 640; myGame.stage.maxScaleY = 480; // Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; myGame.loader.addImageFile('melon', 'assets/sprites/melon.png'); myGame.loader.load(); } function create() { myGame.world.setSize(2000, 2000); for (var i = 0; i < 1000; i++) { myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon'); } myGame.onRenderCallback = render; } function update() { if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { myGame.camera.scroll.x -= 4; } else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { myGame.camera.scroll.x += 4; } if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { myGame.camera.scroll.y -= 4; } else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { myGame.camera.scroll.y += 4; } } function render() { myGame.input.renderDebugInfo(16, 16); } })();