var config = {
width: 800,
height: 600,
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create
}
};
var game = new Phaser.Game(config);
function create ()
{
var graphics = this.add.graphics({ lineStyle: { width: 2, color: 0x0000aa }, fillStyle: { color: 0x00aa00} });
// we can use either 2 dimensional array, or objects with x/y properties (or mix)
var points = [
[350, 250],
{ x: 450, y: 350 }
];
var rect;
this.input.on('pointerdown', function (pointer) {
points.push(pointer.position.clone());
redraw();
});
redraw();
function redraw()
{
graphics.clear();
for(var i = 0; i < points.length; i++)
{
var p = points[i];
if (Array.isArray(p))
{
graphics.fillCircle(p[0], p[1], 4);
}
else
{
graphics.fillCircle(p.x, p.y, 4);
}
}
rect = Phaser.Geom.Rectangle.FromPoints(points, rect);
graphics.strokeRectShape(rect);
}
}
var config = {
width: 800,
height: 600,
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create
}
};
var game = new Phaser.Game(config);
function create ()
{
var graphics = this.add.graphics({ lineStyle: { width: 2, color: 0x0000aa }, fillStyle: { color: 0x00aa00} });
// we can use either 2 dimensional array, or objects with x/y properties (or mix)
var points = [
[350, 250],
{ x: 450, y: 350 }
];
var rect;
this.input.on('pointerdown', function (pointer) {
points.push(pointer.position.clone());
redraw();
});
redraw();
function redraw()
{
graphics.clear();
for(var i = 0; i < points.length; i++)
{
var p = points[i];
if (Array.isArray(p))
{
graphics.fillCircle(p[0], p[1], 4);
}
else
{
graphics.fillCircle(p.x, p.y, 4);
}
}
rect = Phaser.Geom.Rectangle.FromPoints(points, rect);
graphics.strokeRectShape(rect);
}
}