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pivot (这是一个解释pivot的例子)
PHASER
		
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });

function preload() {
    game.load.image('arrow', 'assets/sprites/arrow.png');
}

var arrow1;
var arrow2;
var arrow3;
var arrow4;

function create() {
    game.stage.backgroundColor = '#3e5f96';
    // 往左偏移100,开始旋转
    arrow1 = game.add.sprite(200, 150, 'arrow');
    arrow1.pivot.x = 100;
    // 往上偏移100,开始旋转
    arrow2 = game.add.sprite(600, 150, 'arrow');
    arrow2.pivot.y = 100;
    // 往左和上偏移100,开始旋转
    arrow3 = game.add.sprite(200, 450, 'arrow');
    arrow3.pivot.x = 100;
    arrow3.pivot.y = 100;
    // 往左偏移100,开始旋转,注意,偏移是从锚点位置开始算
    arrow4 = game.add.sprite(600, 450, 'arrow');
    arrow4.pivot.x = 100;
    arrow4.anchor.set(0.5);
}

function update() {
	// 旋转
    arrow1.rotation += 0.05;
    arrow2.rotation += 0.05;
    arrow3.rotation += 0.05;
    arrow4.rotation += 0.05;
}

function render() {
	// 画出黄色点
    game.debug.geom(new Phaser.Point(arrow1.x, arrow1.y), '#ffff00');
    game.debug.geom(new Phaser.Point(arrow2.x, arrow2.y), '#ffff00');
    game.debug.geom(new Phaser.Point(arrow3.x, arrow3.y), '#ffff00');
    game.debug.geom(new Phaser.Point(arrow4.x, arrow4.y), '#ffff00');
}
		

见注释 如果看不懂,不妨停止旋转,看看箭头的初始位置,就明白了