Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
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(); var line = new Phaser.Geom.Line(300, 200, 500, 400); var point = new Phaser.Geom.Point(200, 100); this.input.on('pointermove', function (pointer) { point.x = Math.round(pointer.x / 10) * 10; point.y = Math.round(pointer.y / 10) * 10; redraw(); }); redraw(); function redraw () { graphics.clear(); graphics.lineStyle(2, 0x00ff00); graphics.strokeLineShape(line); if (Phaser.Geom.Intersects.PointToLine(point, line)) { graphics.fillStyle(0xff0000); } else { graphics.fillStyle(0xffff00); } graphics.fillPointShape(point, 5); } }
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();
var line = new Phaser.Geom.Line(300, 200, 500, 400);
var point = new Phaser.Geom.Point(200, 100);
this.input.on('pointermove', function (pointer) {
point.x = Math.round(pointer.x / 10) * 10;
point.y = Math.round(pointer.y / 10) * 10;
redraw();
});
redraw();
function redraw ()
{
graphics.clear();
graphics.lineStyle(2, 0x00ff00);
graphics.strokeLineShape(line);
if (Phaser.Geom.Intersects.PointToLine(point, line))
{
graphics.fillStyle(0xff0000);
}
else
{
graphics.fillStyle(0xffff00);
}
graphics.fillPointShape(point, 5);
}
}