phaser/examples/groups/display order.php

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<?php
$title = "Retaining the display order when a sprite is dead";
require('../head.php');
?>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
function preload() {
game.load.image('atari1', 'assets/sprites/atari130xe.png');
game.load.image('atari2', 'assets/sprites/atari800xl.png');
game.load.image('card', 'assets/sprites/mana_card.png');
}
var items;
card;
function create() {
items = game.add.group();
// Items are rendered in the depth order in which they are added to the Group
items.create(64, 100, 'atari1');
card = items.create(240, 80, 'card');
items.create(280, 100, 'atari2');
game.input.onTap.addOnce(removeCard, this);// obviously the event can be fired only once
}
function removeCard() {
// Now let's kill the card sprite
card.kill();
game.input.onTap.addOnce(replaceCard, this);
}
function replaceCard() {
// And bring it back to life again - I assume it will render in the same place as before?
var bob = items.getFirstDead();
bob.revive();
}
})();
</script>
<?php
require('../foot.php');
?>