mirror of
https://github.com/photonstorm/phaser
synced 2024-11-17 02:08:40 +00:00
35 lines
1.1 KiB
JavaScript
35 lines
1.1 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
|
|
|
|
function preload() {
|
|
|
|
game.load.image('grid', 'assets/tests/debug-grid-1920x1920.png');
|
|
game.load.image('atari1', 'assets/sprites/atari130xe.png');
|
|
game.load.image('atari2', 'assets/sprites/atari800xl.png');
|
|
|
|
}
|
|
|
|
function create() {
|
|
|
|
game.add.sprite(0, 0, 'grid');
|
|
|
|
atari1 = game.add.sprite(128, 128, 'atari1');
|
|
atari2 = game.add.sprite(256, 256, 'atari2');
|
|
|
|
// Input Enable the sprites
|
|
atari1.inputEnabled = true;
|
|
atari2.inputEnabled = true;
|
|
|
|
// Allow dragging
|
|
// enableDrag parameters = (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite)
|
|
atari1.input.enableDrag();
|
|
atari2.input.enableDrag();
|
|
|
|
// Enable snapping. For the atari1 sprite it will snap as its dragged around and on release.
|
|
// The snap is set to every 32x32 pixels.
|
|
atari1.input.enableSnap(32, 32, true, true);
|
|
|
|
// For the atari2 sprite it will snap only when released, not on drag.
|
|
atari2.input.enableSnap(32, 32, false, true);
|
|
|
|
}
|