var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('block', 'assets/sprites/block.png'); } var grid = []; var currentTile = new Phaser.Point(); function create() { // The block.png is 95x95, so for this we'll create a little grid or it won't fit: for (var y = 0; y < 5; y++) { grid[y] = []; for (var x = 0; x < 5; x++) { grid[y][x] = game.add.sprite(x * 95, y * 95, 'block'); } } game.input.onDown.add(clickedBlock, this); } function clickedBlock() { // Bounds check if (currentTile.x >= 0 && currentTile.x <= 4 && currentTile.y >= 0 && currentTile.y <= 4) { block = grid[currentTile.y][currentTile.x]; block.alpha = 0.5; } } function update() { // 95 = width and height of the block.png currentTile.x = this.game.math.snapToFloor(game.input.x, 95) / 95; currentTile.y = this.game.math.snapToFloor(game.input.y, 95) / 95; } function render() { game.debug.renderText('Tile X: ' + currentTile.x + ' Y: ' + currentTile.y, 32, 32); }