Phaser current version test environment

Basic Phaser setup for testing

by Lewis Lane

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.2/phaser.min.js"></script>
<div id="test"></div>

JavaScript

// Phaser current version test environment
// Smoothed camera with parallax scrolling and targeting

var game = new Phaser.Game(500, 400, Phaser.AUTO, 'test');

var BasicGame = function(game) {};

BasicGame.Boot = function (game) {
    // nothing here
};

var cameraPos = new Phaser.Point(0, 0), target;

BasicGame.Boot.prototype = 
    {
        preload: function() {
            game.time.advancedTiming = true;
        },
        create: function() 
        {
            // generate a background so we can see the world/camera movement
            var checkerboard = game.add.bitmapData(64, 64);
            checkerboard.ctx.fillStyle = 'rgb(255,255,255)';
            checkerboard.ctx.fillRect(0, 0, 32, 32);
            checkerboard.ctx.fillRect(32, 32, 32, 32);
            
            this.bg = game.add.tileSprite(0, 0, game.width, game.height, checkerboard);
            this.bg.fixedToCamera = true;
            this.bg.tileScale.set(0.5);
            this.bg.tint = 0x660000;
            
            this.bgnear = game.add.tileSprite(0, 0, game.width, game.height, checkerboard);
            this.bgnear.fixedToCamera = true;
            this.bgnear.tint = 0xcc4400;
            
            this.square = game.add.group();
            this.square.speed = 5;
            
            var squareGraphics = game.add.graphics();
            squareGraphics.beginFill(0xffffff);
            squareGraphics.drawCircle(0, 0, 16);
            this.square.add(squareGraphics);
            
            this.cursors = game.input.keyboard.createCursorKeys();
            this.game.world.setBounds(-512, -512, 1024, 1024);
            target = this.square;
            
            this.game.input.onDown.add(function() {
                target = (target ? null : this.square);
            }, this);
        },
        update: function() 
        {
            if (this.cursors.left.isDown) {
                this.square.x -= this.square.speed;
            }
            else if...