phaser/examples/display/render texture mirror.js

37 lines
1 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('ball', 'assets/sprites/pangball.png');
}
var ball;
var texture;
function create() {
// Here we'll create a renderTexture the same size as our game
texture = game.add.renderTexture('mousetrail', 800, 600);
// This is the sprite that will be drawn to the texture, we set it to visible false as we only need its texture data
ball = game.add.sprite(0, 0, 'ball');
ball.visible = false;
ball.anchor.setTo(0.5, 0.5);
// This is the sprite that is drawn to the display. We've given it the renderTexture as its texture.
game.add.sprite(0, 0, texture);
}
function update() {
if (!game.input.activePointer.position.isZero())
{
// This time we'll draw the ball sprite twice, in a mirror effect
texture.renderXY(ball, game.input.activePointer.x, game.input.activePointer.y, false, true);
texture.renderXY(ball, game.input.activePointer.x, 600 - game.input.activePointer.y, false, true);
}
}