afuriousengine Posted March 14, 2015 Share Posted March 14, 2015 Looking for help with a problem I'm having. I'm trying to set up an interface where a user can pan a viewport around a larger image (viewport is x by y pixels, image is 4x by 4y pixels). I've somehow been about to set bounds so that I can't move the camera past 0,0 into the negatives, but I haven't been able to figure out how to lock it the other way. This is what I've got for code: Thanks! var game = new Phaser.Game( w, h, Phaser.AUTO, 'viewport' ); preload: this.game.load.image( 'map', 'images/map/map3.png' ); this.game.load.image( 'sprites', 'images/spritesheet.png' ); boundsPoint = new Phaser.Point( 0, 0 ); viewRect = new Phaser.Rectangle( 0, 0, game.width, game.height ); create: game.world.setBounds( 0, 0, map.width, map.height ); map = this.game.add.image( 0, 0, 'map' ); //this.game.world.centerX, this.game.world.centerY, 'map' ); update: gameDelta.x = game.input.x; gameDelta.y = game.input.y; // Attempt to bound image moveY = ( gamePosition.y - gameDelta.y )/25; moveX = ( gamePosition.x - gameDelta.x )/25; game.camera.x += moveX; game.camera.y += moveY; Link to comment Share on other sites More sharing options...
afuriousengine Posted March 17, 2015 Author Share Posted March 17, 2015 Duh: game.world.setBounds( 0, 0, map.width, map.height ); map = this.game.add.image( 0, 0, 'map' ); //this.game.world.centerX, this.game.world.centerY, 'map' ); should be: map = this.game.add.image( 0, 0, 'map' ); //this.game.world.centerX, this.game.world.centerY, 'map' ); game.world.setBounds( 0, 0, map.width, map.height ); Link to comment Share on other sites More sharing options...
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