/// (function () { var myGame = new Phaser.Game(this, 'game', 320, 400, init, create); var emitter: Phaser.Emitter; function init() { myGame.loader.addImageFile('backdrop1', 'assets/pics/atari_fujilogo.png'); myGame.loader.addImageFile('backdrop2', 'assets/pics/acryl_bladerunner.png'); myGame.loader.addImageFile('jet', 'assets/sprites/carrot.png'); myGame.loader.load(); // This can help a lot on crappy old Android phones :) //myGame.framerate = 30; myGame.stage.backgroundColor = 'rgb(50,50,50)'; myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; //myGame.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT; //myGame.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE; } var pic1; var pic2; function create() { pic1 = myGame.add.sprite(0, 0, 'backdrop1'); pic2 = myGame.add.sprite(0, 0, 'backdrop2'); // Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes) emitter = myGame.add.emitter(myGame.stage.centerX, myGame.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 myGame.camera.disableClipping = true; myGame.stage.scale.enterLandscape.add(goneLandscape, this); myGame.stage.scale.enterPortrait.add(gonePortrait, this); myGame.onRenderCallback = render; } function goneLandscape() { pic1.visible = true; pic2.visible = false; } function gonePortrait() { pic1.visible = false; pic2.visible = true; } function render() { myGame.stage.context.fillStyle = 'rgb(255,0,0)'; myGame.stage.context.font = '20px Arial'; //myGame.stage.context.fillText("ttc: " + myGame._raf.timeToCall.toString(), 0, 64); } })();