/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); function init() { game.load.image('backdrop', 'assets/pics/large-color-wheel.png'); game.load.image('coke', 'assets/sprites/cokecan.png'); game.load.image('mushroom', 'assets/sprites/mushroom2.png'); game.load.start(); } var hue = 0; var texture; function create() { game.world.setSize(800, 800); texture = game.add.dynamicTexture(800, 600); var backdrop = game.add.sprite(0, 0, 'backdrop'); var cokecan = game.add.sprite(30, 20, 'coke'); var mushroom = game.add.sprite(600, 20, 'mushroom'); texture.assignCanvasToGameObjects([ backdrop, cokecan, mushroom ]); // Rats, filters don't get applied when the canvas is drawn to another canvas. Oh well :) texture.css3.grayscale = 100; } function update() { // The value is given in degrees, so between 0 and 360, hence the wrapValue call below. hue = game.math.wrapValue(hue, 1, 360); // Apply a hue rotation to the stage //game.stage.css3.hueRotate = hue; if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { game.camera.y -= 4; } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { game.camera.y += 4; } } function render() { texture.render(); } })();