phaser/examples/wip/mouse scale.js
photonstorm 3c164b466c * Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00

68 lines
No EOL
1.8 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
// Enable scaling
game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
game.stage.scale.maxWidth = 1500;
game.stage.scale.maxHeight = 1000;
game.stage.scale.refresh();
game.load.image('atari1', 'assets/sprites/atari130xe.png');
game.load.image('atari2', 'assets/sprites/atari800xl.png');
game.load.image('atari4', 'assets/sprites/atari800.png');
game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
game.load.image('duck', 'assets/sprites/darkwing_crazy.png');
game.load.image('firstaid', 'assets/sprites/firstaid.png');
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create() {
game.world.setBounds(0, 0, 2000, 2000);
// This returns an array of all the image keys in the cache
var images = game.cache.getImageKeys();
// Now let's create some random sprites and enable them all for drag and 'bring to top'
for (var i = 0; i < 200; i++)
{
var img = game.rnd.pick(images);
var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, img);
tempSprite.inputEnabled = true;
tempSprite.input.enableDrag(false, true);
}
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
if (cursors.up.isDown)
{
game.camera.y -= 4;
}
else if (cursors.down.isDown)
{
game.camera.y += 4;
}
if (cursors.left.isDown)
{
game.camera.x -= 4;
}
else if (cursors.right.isDown)
{
game.camera.x += 4;
}
}
function render() {
game.debug.renderInputInfo(32, 32);
}