phaser/Tests/cameras/camera scale.js

72 lines
2.5 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
var zombieCamera;
var zombie;
var walkSpeed = 2,
direction = 1;
function init() {
game.world.setSize(1280, 600, true);
game.load.image('ground', 'assets/tests/ground-2x.png');
game.load.image('river', 'assets/tests/river-2x.png');
game.load.image('sky', 'assets/tests/sky-2x.png');
game.load.spritesheet('zombie', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
game.load.start();
}
function create() {
// Add background images.
game.add.sprite(0, 0, 'sky');
game.add.sprite(0, 360, 'ground');
game.add.sprite(0, 400, 'river');
// Create zombie spirte
zombie = game.add.sprite(480, 336, 'zombie');
zombie.animations.add('walk', null, 30, true);
zombie.animations.play('walk');
// Create a small camera which looks at the zombie.
// Use the same settings as the default camera.
zombieCamera = game.add.camera(0, 0, 800, 600);
// Use x and y properties to set the target area.
zombieCamera.x = 420;
zombieCamera.y = 240;
// Resize the camera so that it will only look at 200x200 area.
zombieCamera.setSize(200, 200);
// Scale the camera to 2.0, now its target will be 100x100.
zombieCamera.transform.scale.setTo(2.0, 2.0);
// Use setPosition() method to set where the camera rendered
// on the screen.
zombieCamera.setPosition(0, 0);
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
zombieCamera.x -= 2;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
zombieCamera.x += 2;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
zombieCamera.y -= 2;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
zombieCamera.y += 2;
}
// zombie wandering update
zombie.x += walkSpeed * direction;
if (zombie.x > 540 || zombie.x < 440) {
// Change walk direction.
direction *= -1;
// Flip zombie's animation.
zombie.texture.flippedX = !zombie.texture.flippedX;
}
}
function render() {
game.camera.renderDebugInfo(32, 32);
zombieCamera.renderDebugInfo(32, 128);
}
})();