mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
41 lines
1.1 KiB
JavaScript
41 lines
1.1 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
|
|
|
|
function preload() {
|
|
game.load.image('arrow', 'assets/sprites/longarrow.png');
|
|
}
|
|
|
|
var sprite1;
|
|
var sprite2;
|
|
var sprite3;
|
|
var sprite4;
|
|
|
|
function create() {
|
|
|
|
game.stage.backgroundColor = '#363636';
|
|
|
|
sprite1 = game.add.sprite(150, 150, 'arrow');
|
|
sprite1.anchor.setTo(0.1, 0.5);
|
|
|
|
sprite2 = game.add.sprite(200, 500, 'arrow');
|
|
sprite2.anchor.setTo(0.1, 0.5);
|
|
|
|
sprite3 = game.add.sprite(400, 200, 'arrow');
|
|
sprite3.anchor.setTo(0.1, 0.5);
|
|
|
|
sprite4 = game.add.sprite(600, 400, 'arrow');
|
|
sprite4.anchor.setTo(0.1, 0.5);
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
// This will update the sprite.rotation so that it points to the currently active pointer
|
|
// On a Desktop that is the mouse, on mobile the most recent finger press.
|
|
|
|
sprite1.rotation = game.physics.angleToPointer(sprite1);
|
|
sprite2.rotation = game.physics.angleToPointer(sprite2);
|
|
sprite3.rotation = game.physics.angleToPointer(sprite3);
|
|
sprite4.rotation = game.physics.angleToPointer(sprite4);
|
|
|
|
}
|