phaser/examples/input/pixelpick - spritesheet.js

51 lines
1.1 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
function preload() {
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
}
var b;
function create() {
Phaser.Canvas.setSmoothingEnabled(game.context, false);
b = game.add.sprite(game.world.centerX, game.world.centerY, 'mummy');
b.anchor.setTo(0.5, 0.5);
b.scale.setTo(6, 6);
b.animations.add('walk');
b.animations.play('walk', 5, true);
// Listen for input events on this sprite
b.inputEnabled = true;
// Check the pixel data of the sprite
b.input.pixelPerfect = true;
// Enable the hand cursor
b.input.useHandCursor = true;
b.events.onInputOver.add(overSprite, this);
b.events.onInputOut.add(outSprite, this);
}
function overSprite() {
console.log('over');
}
function outSprite() {
console.log('out');
}
function render() {
game.debug.spriteInputInfo(b, 32, 32);
game.debug.spriteCorners(b);
game.debug.point(b.input._tempPoint);
}