phaser/examples/groups/sub groups - group length.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
// Groups for storing friends and enemies, may use for collision later.
var friendAndFoe;
var enemies;
// Groups for teaming up stuff.
var normalBaddies;
var purpleBaddies;
function preload() {
game.load.image('ufo', 'assets/sprites/ufo.png');
game.load.image('baddie', 'assets/sprites/space-baddie.png');
game.load.image('purple-baddie', 'assets/sprites/space-baddie-purple.png');
}
function create() {
// Create some local groups for later use.
friendAndFoe = game.add.group();
enemies = game.add.group();
normalBaddies = game.add.group();
purpleBaddies = game.add.group();
enemies.add(normalBaddies);
enemies.add(purpleBaddies);
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// Create a ufo as a friend sprite.
friendAndFoe.create(200, 240, 'ufo');
// Create some enemies.
for (var i = 0; i < 16; i++)
{
createBaddie();
}
// Tap to create new baddie sprites.
game.input.onTap.add(createBaddie, this);
}
function createBaddie() {
var baddie;
// Of course, the baddies created will belong to their respective groups
if (Math.random() > 0.5)
{
baddie = purpleBaddies.create(360 + Math.random() * 200, 120 + Math.random() * 200, 'purple-baddie');
}
else
{
baddie = normalBaddies.create(360 + Math.random() * 200, 120 + Math.random() * 200, 'baddie');
}
}
function render() {
game.debug.style = '#fff';
game.debug.text('Tap screen or click to create new baddies.', 16, 24);
game.debug.text('enemies: ' + enemies.length + ' (actually ' + enemies.length + ' groups)', 16, 48);
game.debug.text('normal baddies: ' + normalBaddies.length, 16, 60);
game.debug.text('purple baddies: ' + purpleBaddies.length, 16, 72);
game.debug.text('friends: ' + friendAndFoe.length, 16, 96);
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}