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Scaling the game


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You can tell the Phaser camera to follow your hero/main sprite using:


and you can "cull" sprites using: 

s.autoCull = true; //where s is a sprite you want to cull

To "cull" a sprite means to only render it when it is inside of the game bounds. This is something I just learned about and have not yet experimented with but is worth noting to save you the trouble I had with rendering problems (choppy playback).


So, instead of zooming in on what you have, why not make it at the ideal size and then follow and cull? 


Just some of my thoughts for you!

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