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TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras (fixes #321)
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@@ -0,0 +1,67 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('backdrop', 'assets/pics/remember-me.jpg');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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game.load.image('starfield', 'assets/misc/starfield.jpg');
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}
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var sprite;
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var cursors;
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var mushroom;
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function create() {
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game.world.setBounds(0, 0, 1920, 1200);
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game.add.image(0, 0, 'backdrop');
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sprite = game.add.tileSprite(100, 100, 200, 200, 'starfield');
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sprite.inputEnabled = true;
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sprite.events.onInputDown.add(scroll, this);
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sprite.input.enableDrag();
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mushroom = game.add.sprite(400, 400, 'mushroom');
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mushroom.inputEnabled = true;
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mushroom.input.enableDrag();
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game.camera.follow(mushroom);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function scroll()
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{
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sprite.autoScroll(0, 100);
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}
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function update() {
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if (cursors.left.isDown)
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{
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mushroom.x -= 8;
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}
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else if (cursors.right.isDown)
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{
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mushroom.x += 8;
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}
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if (cursors.up.isDown)
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{
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mushroom.y -= 8;
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}
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else if (cursors.down.isDown)
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{
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mushroom.y += 8;
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}
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}
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function render() {
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// game.debug.renderText(sprite.frame, 32, 32);
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}
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