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var config = { width: 800, height: 600, type: Phaser.AUTO, parent: 'phaser-example', scene: { create: create } }; var game = new Phaser.Game(config); function create () { var graphics = this.add.graphics({ lineStyle: { width: 2, color: 0x0000aa }, fillStyle: { color: 0x00aa00} }); // we can use either 2 dimensional array, or objects with x/y properties (or mix) var points = [ [350, 250], { x: 450, y: 350 } ]; var rect; this.input.on('pointerdown', function (pointer) { points.push(pointer.position.clone()); redraw(); }); redraw(); function redraw() { graphics.clear(); for(var i = 0; i < points.length; i++) { var p = points[i]; if (Array.isArray(p)) { graphics.fillCircle(p[0], p[1], 4); } else { graphics.fillCircle(p.x, p.y, 4); } } rect = Phaser.Geom.Rectangle.FromPoints(points, rect); graphics.strokeRectShape(rect); } }
var config = {
width: 800,
height: 600,
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create
}
};
var game = new Phaser.Game(config);
function create ()
{
var graphics = this.add.graphics({ lineStyle: { width: 2, color: 0x0000aa }, fillStyle: { color: 0x00aa00} });
// we can use either 2 dimensional array, or objects with x/y properties (or mix)
var points = [
[350, 250],
{ x: 450, y: 350 }
];
var rect;
this.input.on('pointerdown', function (pointer) {
points.push(pointer.position.clone());
redraw();
});
redraw();
function redraw()
{
graphics.clear();
for(var i = 0; i < points.length; i++)
{
var p = points[i];
if (Array.isArray(p))
{
graphics.fillCircle(p[0], p[1], 4);
}
else
{
graphics.fillCircle(p.x, p.y, 4);
}
}
rect = Phaser.Geom.Rectangle.FromPoints(points, rect);
graphics.strokeRectShape(rect);
}
}