phaser/wip/phaser tests/cameras/follow deadzone.ts
2013-09-13 16:24:01 +01:00

61 lines
1.6 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.world.setSize(2240, 2240);
myGame.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
myGame.loader.load();
}
var car: Phaser.Sprite;
function create() {
myGame.add.sprite(0, 0, 'grid');
car = myGame.add.sprite(400, 300, 'car');
myGame.camera.follow(car);
// Here we'll set our own custom deadzone which is 64px smaller than the stage size on all sides
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
}
function update() {
myGame.camera.renderDebugInfo(32, 32);
car.renderDebugInfo(200, 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
car.angularAcceleration = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
car.velocity.copyFrom(motion);
}
}
})();