wip/grid
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('block', 'assets/sprites/block.png');
}
var grid = [];
var currentTile = new Phaser.Point();
function create() {
// The block.png is 95x95, so for this we'll create a little grid or it won't fit:
for (var y = 0; y < 5; y++)
{
grid[y] = [];
for (var x = 0; x < 5; x++)
{
grid[y][x] = game.add.sprite(x * 95, y * 95, 'block');
}
}
game.input.onDown.add(clickedBlock, this);
}
function clickedBlock() {
// Bounds check
if (currentTile.x >= 0 && currentTile.x <= 4 && currentTile.y >= 0 && currentTile.y <= 4)
{
block = grid[currentTile.y][currentTile.x];
block.alpha = 0.5;
}
}
function update() {
// 95 = width and height of the block.png
currentTile.x = this.game.math.snapToFloor(game.input.x, 95) / 95;
currentTile.y = this.game.math.snapToFloor(game.input.y, 95) / 95;
}
function render() {
game.debug.text('Tile X: ' + currentTile.x + ' Y: ' + currentTile.y, 32, 32);
}