Phaser 2.0.4 test environment

Basic Phaser setup for testing

HTML

<script src="//cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js"></script>
<div id="test"></div>

JavaScript

// Phaser 2.0.4 camera zoom test (with camera bounds checking)
// Use cursors to move the camera, Q to zoom in, A to zoom out

var preload = function(game) {
    game.time.advancedTiming = true;
}

var worldScale = 1, player, bgGroup, uiGroup, viewRect, boundsPoint, gameWorld;

var create = function(game) {
    // create a reusable point for bounds checking later
    boundsPoint = new Phaser.Point(0, 0);
    // create our reusable view rectangle
    viewRect = new Phaser.Rectangle(0, 0, game.width, game.height);
    
    // create a world group separate from the actual world
    gameWorld = game.add.group();
    gameWorld.position.setTo(game.world.centerX, game.world.centerY);
    
    // create a group for the clippable world objects
    bgGroup = game.add.group(gameWorld);
    
    // create a crapload of squares in the world to show movement/zooming
    var sqr, size;
    for (var i = 0; i < 2500; i++) {
        size = game.rnd.integerInRange(5, 20);
        sqr = game.add.graphics(game.rnd.integerInRange(-1000, 1000), game.rnd.integerInRange(-1000, 1000), bgGroup);
        sqr.beginFill(0x666666);
        sqr.drawRect(size * -0.5, size * -0.5, size, size); // center the square on its position
        sqr.endFill();
    }
    
    // add a player sprite to give context to the movement
    player = game.add.graphics(-15, -15, gameWorld);
    player.beginFill(0x00ff00);
    player.drawCircle(0, 0, 30);
    player.endFill();
    
    // set our world size to be bigger than the window so we can move the camera
    game.world.setBounds(-1000, -1000, 2000, 2000);
    
    // move our camera half the size of the viewport back so the pivot point is in the center of our view
    // game.camera.x = (game.width * -0.5);
    // game.camera.y = (game.height * -0.5);
    
    // an immovable UI element
    uiGroup = game.add.group();
    var t = game.add.text(16, 16, "My UI!", {
        font: "32px Arial",
        fill: "#ff0",
        align: "center"
    });
   ...