class Example extends Phaser.Scene { controls; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.spritesheet('bobs', 'assets/sprites/bobs-by-cleathley.png', { frameWidth: 32, frameHeight: 32 }); } create () { // Create a little 32x32 texture to use to show where the mouse is const graphics = this.make.graphics({ x: 0, y: 0, add: false, fillStyle: { color: 0xff00ff, alpha: 1 } }); graphics.fillRect(0, 0, 32, 32); graphics.generateTexture('block', 32, 32); const highlighted = this.add.image(16, 16, 'block'); // All the Images can share the same Shape, no need for a unique instance per one, a reference is fine const hitArea = new Phaser.Geom.Rectangle(0, 0, 32, 32); const hitAreaCallback = Phaser.Geom.Rectangle.Contains; // Create 10,000 Image Game Objects aligned in a grid // Change this to 2000 on MS Edge as it can't seem to cope with 10k at the moment const group = this.make.group({ classType: Phaser.GameObjects.Image, key: 'bobs', frame: Phaser.Utils.Array.NumberArray(0, 399), randomFrame: true, repeat: 24, max: 10000, hitArea: hitArea, hitAreaCallback: hitAreaCallback, gridAlign: { width: 100, cellWidth: 32, cellHeight: 32 } }); // Camera controls const cursors = this.input.keyboard.createCursorKeys(); const controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, acceleration: 0.04, drag: 0.0005, maxSpeed: 0.7 }; this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); this.input.on('pointerover', (pointer, gameObjects) => { highlighted.setPosition(gameObjects[0].x, gameObjects[0].y); }); this.input.on('gameobjectdown', (pointer, gameObject) => { gameObject.visible = false; }); } update (time, delta) { this.controls.update(delta); } } const config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { controls; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.spritesheet('bobs', 'assets/sprites/bobs-by-cleathley.png', { frameWidth: 32, frameHeight: 32 }); } create () { // Create a little 32x32 texture to use to show where the mouse is const graphics = this.make.graphics({ x: 0, y: 0, add: false, fillStyle: { color: 0xff00ff, alpha: 1 } }); graphics.fillRect(0, 0, 32, 32); graphics.generateTexture('block', 32, 32); const highlighted = this.add.image(16, 16, 'block'); // All the Images can share the same Shape, no need for a unique instance per one, a reference is fine const hitArea = new Phaser.Geom.Rectangle(0, 0, 32, 32); const hitAreaCallback = Phaser.Geom.Rectangle.Contains; // Create 10,000 Image Game Objects aligned in a grid // Change this to 2000 on MS Edge as it can't seem to cope with 10k at the moment const group = this.make.group({ classType: Phaser.GameObjects.Image, key: 'bobs', frame: Phaser.Utils.Array.NumberArray(0, 399), randomFrame: true, repeat: 24, max: 10000, hitArea: hitArea, hitAreaCallback: hitAreaCallback, gridAlign: { width: 100, cellWidth: 32, cellHeight: 32 } }); // Camera controls const cursors = this.input.keyboard.createCursorKeys(); const controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, acceleration: 0.04, drag: 0.0005, maxSpeed: 0.7 }; this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); this.input.on('pointerover', (pointer, gameObjects) => { highlighted.setPosition(gameObjects[0].x, gameObjects[0].y); }); this.input.on('gameobjectdown', (pointer, gameObject) => { gameObject.visible = false; }); } update (time, delta) { this.controls.update(delta); } } const config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: Example }; const game = new Phaser.Game(config);