var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('background','assets/tests/debug-grid-1920x1920.png');
game.load.image('player','assets/sprites/phaser-dude.png');
}
var player;
var cursors;
function create() {
game.add.tileSprite(0, 0, 1920, 1920, 'background');
game.world.setBounds(0, 0, 1920, 1920);
game.physics.startSystem(Phaser.Physics.P2JS);
player = game.add.sprite(game.world.centerX, game.world.centerY, 'player');
game.physics.p2.enable(player);
cursors = game.input.keyboard.createCursorKeys();
game.camera.follow(player);
// The deadzone is a Rectangle that defines the limits at which the camera will start to scroll
// It does NOT keep the target sprite within the rectangle, all it does is control the boundary
// at which the camera will start to move. So when the sprite hits the edge, the camera scrolls
// (until it reaches an edge of the world)
game.camera.deadzone = new Phaser.Rectangle(100, 100, 600, 400);
}
function update() {
player.body.setZeroVelocity();
if (cursors.up.isDown)
{
player.body.moveUp(300)
}
else if (cursors.down.isDown)
{
player.body.moveDown(300);
}
if (cursors.left.isDown)
{
player.body.velocity.x = -300;
}
else if (cursors.right.isDown)
{
player.body.moveRight(300);
}
}
function render() {
var zone = game.camera.deadzone;
game.context.fillStyle = 'rgba(255,0,0,0.6)';
game.context.fillRect(zone.x, zone.y, zone.width, zone.height);
game.debug.cameraInfo(game.camera, 32, 32);
game.debug.spriteCoords(player, 32, 500);
}