wip/anchor
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('pic', 'assets/pics/lance-overdose-loader_eye.png');
}
var sprite;
var point;
var dec = false;
function create() {
game.stage.backgroundColor = '#0072bc';
point = new Phaser.Point(300, 300);
sprite = game.add.sprite(point.x, point.y, 'pic');
game.input.onDown.add(updateAnchor, this);
}
function update() {
// Un-comment this to see the effect of rotation combined with the anchor
// sprite.rotation += 0.01;
}
function updateAnchor() {
if (dec)
{
sprite.anchor.x -= 0.1;
sprite.anchor.y -= 0.1;
if (sprite.anchor.x <= 0)
{
dec = false;
}
}
else
{
sprite.anchor.x += 0.1;
sprite.anchor.y += 0.1;
if (sprite.anchor.x >= 1)
{
dec = true;
}
}
}
function render() {
game.debug.geom(point, 'rgb(255,0,255)');
game.debug.text('Anchor X: ' + sprite.anchor.x.toFixed(1) + ' Y: ' + sprite.anchor.y.toFixed(1), 32, 32);
game.debug.text('Sprite X: ' + sprite.x + ' Y: ' + sprite.y, 32, 64);
game.debug.text('Click to adjust the anchor', 32, 96);
}