/// /// (function () { var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png'); myGame.loader.addImageFile('car', 'assets/sprites/car90.png'); myGame.loader.load(); } var car: Phaser.Sprite; var fade: Phaser.FX.Camera.Fade; function create() { myGame.add.sprite(0, 0, 'background'); car = myGame.add.sprite(400, 300, 'car'); // Add our effect to the camera fade = myGame.camera.fx.add(Phaser.FX.Camera.Fade); } function update() { car.velocity.x = 0; car.velocity.y = 0; car.angularVelocity = 0; if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { car.angularVelocity = -200; } else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { car.angularVelocity = 200; } if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) { car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300)); } // Fade when the car hits the edges, a different colour per edge if (car.x < 0) { fade.start(0x330066, 3); car.x = 0; } else if (car.x > myGame.world.width) { fade.start(0x000066, 3); car.x = myGame.world.width - car.width; } if (car.y < 0) { fade.start(0xffffff, 4); car.y = 0; } else if (car.y > myGame.world.height) { fade.start(0x000000, 3); car.y = myGame.world.height - car.height; } } })();