mirror of
https://github.com/photonstorm/phaser
synced 2024-12-11 22:03:09 +00:00
54 lines
No EOL
1.1 KiB
JavaScript
54 lines
No EOL
1.1 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('block', 'assets/sprites/block.png');
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}
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var grid = [];
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var currentTile = new Phaser.Point();
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function create() {
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// The block.png is 95x95, so for this we'll create a little grid or it won't fit:
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for (var y = 0; y < 5; y++)
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{
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grid[y] = [];
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for (var x = 0; x < 5; x++)
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{
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grid[y][x] = game.add.sprite(x * 95, y * 95, 'block');
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}
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}
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game.input.onDown.add(clickedBlock, this);
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}
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function clickedBlock() {
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// Bounds check
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if (currentTile.x >= 0 && currentTile.x <= 4 && currentTile.y >= 0 && currentTile.y <= 4)
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{
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block = grid[currentTile.y][currentTile.x];
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block.alpha = 0.5;
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}
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}
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function update() {
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// 95 = width and height of the block.png
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currentTile.x = this.game.math.snapToFloor(game.input.x, 95) / 95;
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currentTile.y = this.game.math.snapToFloor(game.input.y, 95) / 95;
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}
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function render() {
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game.debug.renderText('Tile X: ' + currentTile.x + ' Y: ' + currentTile.y, 32, 32);
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} |