var config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: { preload: preload, create: create, update: update } }; var controls; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.spritesheet('bobs', 'assets/sprites/bobs-by-cleathley.png', { frameWidth: 32, frameHeight: 32 }); } function create () { // Create a little 32x32 texture to use to show where the mouse is var 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); var 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 var hitArea = new Phaser.Geom.Rectangle(0, 0, 32, 32); var 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 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 var cursors = this.input.keyboard.createCursorKeys(); var 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 }; controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); this.input.on('pointerover', function (pointer, gameObjects) { highlighted.setPosition(gameObjects[0].x, gameObjects[0].y); }); this.input.on('gameobjectdown', function (pointer, gameObject) { gameObject.visible = false; }); } function update (time, delta) { controls.update(delta); }
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var config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: { preload: preload, create: create, update: update } }; var controls; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.spritesheet('bobs', 'assets/sprites/bobs-by-cleathley.png', { frameWidth: 32, frameHeight: 32 }); } function create () { // Create a little 32x32 texture to use to show where the mouse is var 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); var 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 var hitArea = new Phaser.Geom.Rectangle(0, 0, 32, 32); var 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 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 var cursors = this.input.keyboard.createCursorKeys(); var 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 }; controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); this.input.on('pointerover', function (pointer, gameObjects) { highlighted.setPosition(gameObjects[0].x, gameObjects[0].y); }); this.input.on('gameobjectdown', function (pointer, gameObject) { gameObject.visible = false; }); } function update (time, delta) { controls.update(delta); }