/// (function () { var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update); function init() { myGame.world.setSize(2240, 2240); myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png'); myGame.loader.addImageFile('car', 'assets/sprites/car90.png'); myGame.loader.load(); } var car: Phaser.Sprite; function create() { myGame.add.sprite(0, 0, 'grid'); car = myGame.add.sprite(400, 300, 'car'); myGame.camera.follow(car); // Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128); myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height); } function update() { myGame.camera.renderDebugInfo(32, 32); car.renderDebugInfo(200, 32); car.velocity.x = 0; car.velocity.y = 0; car.angularVelocity = 0; car.angularAcceleration = 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)) { var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300); car.velocity.copyFrom(motion); } } })();