/// <reference path="../../Phaser/Game.ts" />

(function () {

    //  Here we create a tiny game (320x240 in size)
    var game = new Phaser.Game(this, 'game', 320, 240, preload, create, update, render);

    function preload() {

        //  This sets a limit on the up-scale
        game.stage.scale.maxWidth = 800;
        game.stage.scale.maxHeight = 600;

        //  Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
        game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;

        game.load.image('melon', 'assets/sprites/melon.png');

        

    }

    function create() {

        game.world.setSize(2000, 2000);

        for (var i = 0; i < 1000; i++)
        {
            game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
        }

    }

    function update() {

        if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
        {
            game.camera.x -= 4;
        }
        else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
        {
            game.camera.x += 4;
        }

        if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
        

        else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
        {
            game.camera.y += 4;
        }

    }

    function render() {

        Phaser.DebugUtils.renderInputInfo(16, 16);

    }

})();

{
            game.camera.y -= 4;
        }