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Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear).
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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}
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var b;
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function create() {
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b = game.add.sprite(game.world.centerX, game.world.centerY, 'mummy');
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b.anchor.setTo(0.5, 0.5);
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b.scale.setTo(6, 6);
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b.animations.add('walk');
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b.animations.play('walk', 5, true);
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// Listen for input events on this sprite
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b.inputEnabled = true;
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// Check the pixel data of the sprite
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b.input.pixelPerfect = true;
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// Enable the hand cursor
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b.input.useHandCursor = true;
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b.events.onInputOver.add(overSprite, this);
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b.events.onInputOut.add(outSprite, this);
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}
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function overSprite() {
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console.log('over');
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}
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function outSprite() {
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console.log('out');
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}
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function update() {
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// b.angle += 0.1;
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}
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function render() {
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game.debug.renderSpriteInputInfo(b, 32, 32);
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}
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})();
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</script>
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</body>
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</html>
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