var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('p1', 'assets/sprites/asuna_by_vali233.png');
game.load.image('p2', 'assets/sprites/kirito_by_vali233.png');
}
function create() {
console.log('State Create');
game.stage.backgroundColor = 0x4488cc;
// Define game world size for player boundaries
game.world.setBounds(0, 0, game.width, 1000);
game.physics.arcade.setBoundsToWorld();
// Reset camera. Don't bind the camera to the world.
// These 2 lines make no difference, still works without them
game.camera.setBoundsToWorld();
game.camera.y = -game.height/2;
var p1 = game.add.sprite(50, 50, 'p1');
game.physics.arcade.enable(p1);
p1.body.collideWorldBounds = true;
var p2 = game.add.sprite(150, 50, 'p2');
game.physics.arcade.enable(p2);
p2.body.collideWorldBounds = false;
}
function update() {
game.camera.y += 100 * game.time.physicsElapsed;
if (this.input.activePointer.isDown)
{
game.state.restart();
}
}