phaser/examples/wip/pivot.js

49 lines
1.1 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('atari', 'assets/sprites/atari130xe.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
var sprite1;
var sprite2;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// This will check Sprite vs. Sprite collision
sprite1 = game.add.sprite(300, 300, 'atari');
sprite1.name = 'atari';
sprite1.body.immovable = true;
sprite1.anchor.setTo(0.5, 0.5);
sprite1.pivot.x = 250;
sprite1.pivot.y = 300;
// sprite2 = game.add.sprite(0, 0, 'mushroom');
// sprite2.name = 'mushroom';
}
function update() {
sprite1.angle += 1;
sprite1.pivot.x = game.input.x;
sprite1.pivot.y = game.input.y;
}
function render() {
game.debug.renderPixel(sprite1.pivot.x, sprite1.pivot.y);
// game.debug.renderSpriteInfo(sprite1, 100, 400);
game.debug.renderSpriteBounds(sprite1);
// game.debug.renderSpriteInfo(sprite2, 100, 100);
// game.debug.renderSpriteBounds(sprite2);
}