phaser/Tests/input/mouse scale.js

36 lines
1.4 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
function init() {
// This sets a limit on the up-scale
myGame.stage.maxScaleX = 640;
myGame.stage.maxScaleY = 480;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
myGame.loader.load();
}
function create() {
myGame.world.setSize(2000, 2000);
for(var i = 0; i < 1000; i++) {
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
}
myGame.onRenderCallback = render;
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
myGame.camera.scroll.x -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
myGame.camera.scroll.x += 4;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
myGame.camera.scroll.y -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
myGame.camera.scroll.y += 4;
}
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
})();