/// (function () { var game = new Phaser.Game(this, 'game', 320, 400, init, create); var emitter; function init() { game.load.image('backdrop1', 'assets/pics/atari_fujilogo.png'); game.load.image('backdrop2', 'assets/pics/acryl_bladerunner.png'); game.load.image('jet', 'assets/sprites/carrot.png'); game.load.start(); // This can help a lot on crappy old Android phones :) //game.framerate = 30; game.stage.backgroundColor = 'rgb(0,0,0)'; //game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; game.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT; //game.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE; } var pic1; var pic2; function create() { console.log('created now'); game.stage.enableOrientationCheck(false, true, 'backdrop2'); pic1 = game.add.sprite(0, 0, 'backdrop1'); pic2 = game.add.sprite(0, 0, 'backdrop2'); // Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes) emitter = game.add.emitter(game.stage.centerX, game.stage.centerY); emitter.makeParticles('jet', 50, false, 0); emitter.setRotation(0, 0); emitter.start(false, 10, 0.1); // Make sure the camera doesn't clip anything game.camera.disableClipping = true; game.stage.scale.enterLandscape.add(goneLandscape, this); game.stage.scale.enterPortrait.add(gonePortrait, this); game.onRenderCallback = render; } function goneLandscape() { pic1.visible = true; pic2.visible = false; } function gonePortrait() { pic1.visible = false; pic2.visible = true; } function render() { game.stage.context.fillStyle = 'rgb(255,0,0)'; game.stage.context.font = '20px Arial'; //game.stage.context.fillText("ttc: " + game._raf.timeToCall.toString(), 0, 64); } })();