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