phaser/examples/groups/remove.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
var items;
function preload() {
game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
game.load.image('rect', 'assets/tests/200x100corners.png');
}
function create() {
// Create item container group.
items = game.add.group();
// Add some items and add them to the container group,
// then you can drag and drop them to remove.
var item;
for (var i = 0; i < 6; i++)
{
// Directly create sprites from the group.
item = items.create(90, 90 * i, 'item', i);
// Enable input detection, then it's possible be dragged.
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item.inputEnabled = true;
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// Make this item draggable.
item.input.enableDrag();
// Then we make it snap to 90x90 grids.
item.input.enableSnap(90, 90, false, true);
// Add a handler to remove it using different options when dropped.
item.events.onDragStop.add(dropHandler);
}
// Create a rectangle drop it at this rectangle to
// remove it from origin group normally or
// cut it from the group's array entirely.
var rect = game.add.sprite(390, 0, 'rect');
rect.scale.setTo(2.0, 3.0);
}
function render() {
game.debug.text('Size of group: ' + items.length, 100, 560);
game.debug.text('Drop here to cut items from groups entirely.', 390, 24);
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}
function dropHandler(item, pointer) {
if (item.x < 90)
{
item.x = 90;
}
else if (item.x > 400)
{
// So it is dropped in one rectangle.
// Remove it from group normally, so the group's size does not change.
items.remove(item);
console.log("Group length : "+items.length);
}
}