wip/opos
var game = new Phaser.Game(640, 480, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render:render });
function preload() {
game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
}
var sprite;
var cursors;
function create() {
// game.enableStep();
game.physics.startSystem(Phaser.Physics.ARCADE);
sprite = game.add.sprite(400, 100, 'gameboy', 2);
sprite.anchor.set(0.5, 0);
game.physics.arcade.enable(sprite);
game.input.onDown.add(moveSprite, this);
game.add.tween(sprite.body).to( { y: 400 }, 2000, Phaser.Easing.Linear.None, true, 0, Number.MAX_VALUE, true);
// game.add.tween(sprite).to( { y: 400 }, 2000, Phaser.Easing.Linear.None, true, 0, Number.MAX_VALUE, true);
cursors = game.input.keyboard.createCursorKeys();
}
function moveSprite(pointer) {
console.log('move to ', pointer.x, pointer.y, sprite.body.phase);
// sprite.scale.x = -2;
sprite.x = pointer.x;
// sprite.y = pointer.y;
// sprite.body._reset = true;
// sprite._cache[4] = 1;
// sprite.body.x = pointer.x;
// sprite.body.y = pointer.y;
}
function update() {
if (cursors.left.isDown)
{
sprite.scale.x = -1;
sprite.x -= 3;
// sprite.body.velocity.x = -300;
}
else if (cursors.right.isDown)
{
sprite.scale.x = 1;
sprite.x += 3;
// sprite.body.velocity.x = 300;
}
else
{
sprite.body.velocity.x = 0;
}
}
function render() {
game.debug.text(sprite.body._dx, 32, 32);
game.debug.text(sprite.body._dy, 32, 64);
game.debug.body(sprite);
}