/// <reference path="../../Phaser/Game.ts" />
(function () {
    //  Here we create a quite tiny game (320x240 in size)
    var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
    function init() {
        //  This sets a limit on the up-scale
        myGame.stage.maxScaleX = 640;
        myGame.stage.maxScaleY = 480;
        //  Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
        myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
        myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
        myGame.loader.load();
    }
    function create() {
        myGame.world.setSize(2000, 2000);
        for(var i = 0; i < 1000; i++) {
            myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
        }
        myGame.onRenderCallback = render;
    }
    function update() {
        if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
            myGame.camera.scroll.x -= 4;
        } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
            myGame.camera.scroll.x += 4;
        }
        if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
            myGame.camera.scroll.y -= 4;
        } else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
            myGame.camera.scroll.y += 4;
        }
    }
    function render() {
        myGame.input.renderDebugInfo(16, 16);
    }
})();
