var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.image('logo', 'assets/sprites/phaser_tiny.png');
game.load.image('pineapple', 'assets/sprites/pineapple.png');
}
var key1;
var key2;
var key3;
function create() {
game.stage.backgroundColor = '#736357';
game.add.text(0, 0, 'Press one, two or three !', {} );
// Here we create 3 hotkeys, keys 1-3 and bind them all to their own functions
key1 = game.input.keyboard.addKey(Phaser.Keyboard.ONE);
key1.onDown.add(addPhaserDude, this);
key2 = game.input.keyboard.addKey(Phaser.Keyboard.TWO);
key2.onDown.add(addPhaserLogo, this);
key3 = game.input.keyboard.addKey(Phaser.Keyboard.THREE);
key3.onDown.add(addPineapple, this);
// Option 1 - in the update loop you can disable all input if the pointer isn't over the game
// (see update function)
// Option 2 - Alternatively, Remove captures so they flood up to the browser too
game.input.keyboard.removeKeyCapture(Phaser.Keyboard.ONE);
game.input.keyboard.removeKeyCapture(Phaser.Keyboard.TWO);
game.input.keyboard.removeKeyCapture(Phaser.Keyboard.THREE);
// Option 3 - If the game is an iframe, or chat is in another window, use Game.onBlur and Game.onFocus instead
// game.onBlur.add(...);
// game.onFocus.add(...);
}
function update() {
if (game.input.activePointer.withinGame)
{
game.input.enabled = true;
game.stage.backgroundColor = '#736357';
}
else
{
game.input.enabled = false;
game.stage.backgroundColor = '#731111';
}
}
function addPhaserDude () {
game.add.sprite(game.world.randomX, game.world.randomY, 'phaser');
}
function addPhaserLogo () {
game.add.sprite(game.world.randomX, game.world.randomY, 'logo');
}
function addPineapple () {
game.add.sprite(game.world.randomX, game.world.randomY, 'pineapple');
}