JSFiddle - React, Tailwind, and code Playground
by Tom LeGrand
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js"></script>
<div id="test"></div>
JavaScript
var bgGroup, zoomValue = 1.35;
function create (game) {
game.world.setBounds(0, 0, 2000, 2000);
//ad a world'scaling
game.world.scale.set(zoomValue);
//apply the scaling on the input
game.input.scale.set(1 / zoomValue);
//some rectangles to understand what's going on
for (var i = 0; i < 300; i++) {
size = game.rnd.integerInRange(5, 20);
sqr = game.add.graphics(game.rnd.integerInRange(0, 2000/zoomValue), game.rnd.integerInRange(0, 2000/zoomValue), 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(250, 200);
player.beginFill(0x00ff00);
player.drawCircle(0, 0, 30);
player.lineStyle(2, 0xFFFFFF, 1);
player.drawRect(0, 0, 29, 2);
//a basic camera
//game.camera.follow(player);
}
function update (game) {
player.rotation = game.physics.arcade.angleToPointer(player);
// movement
if (game.input.keyboard.isDown(Phaser.Keyboard.UP) && (player.y - 30) >= 0) {
player.y -= 5;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN) && player.y + 30 <= 2000/1.35) {
player.y += 5;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT) && player.x - 30 >= 0) {
player.x -= 5;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT) && player.x +30 <= 2000/1.35) {
player.x += 5;
}
game.camera.setPosition(player.x*zoomValue-250, player.y*zoomValue-200);
}
game = new Phaser.Game(500, 400, Phaser.AUTO, 'test', { create: create, update: update});