var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('boss', 'assets/misc/boss1.png');
game.load.image('melon', 'assets/sprites/melon.png');
game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
}
var boss;
var melon;
var button;
function create() {
game.renderer.renderSession.roundPixels = true;
boss = game.add.sprite(game.world.centerX, game.world.centerY, 'boss');
// boss = game.add.sprite(200.5, 200, 'boss');
boss.anchor.setTo(0.5, 0.5);
boss.texture.baseTexture.scaleMode = PIXI.scaleModes.NEAREST;
// melon = game.add.sprite(500, game.world.centerY, 'melon');
// melon.anchor.setTo(0.5, 0.5);
// For browsers that support it, this keeps our pixel art looking crisp (works across Canvas and WebGL)
// You can either set smoothing on a specific sprite, like this:
// boss.smoothed = false;
// Or across the whole stage, like this:
// game.stage.smoothed = false;
// Zoom in each time we press the button
button = game.add.button(32, 32, 'button', clickedIt, this, 2, 1, 0);
}
function clickedIt() {
boss.scale.x += 0.5;
boss.scale.y += 0.5;
// melon.scale.x += 1;
// melon.scale.y += 1;
}