var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); var robot; var eye; var body; var leftArm; var rightArm; var leftLeg; var rightLeg; function preload() { game.load.image('eye', 'assets/sprites/robot/eye.png'); game.load.image('body', 'assets/sprites/robot/body.png'); game.load.image('arm-l', 'assets/sprites/robot/arm-l.png'); game.load.image('arm-r', 'assets/sprites/robot/arm-r.png'); game.load.image('leg-l', 'assets/sprites/robot/leg-l.png'); game.load.image('leg-r', 'assets/sprites/robot/leg-r.png'); } function create() { // Use groups of sprites to create a big robot. // Robot itself, you can subclass group class in a real game. robot = game.add.group(); // Robot components. leftArm = robot.create(90, 175, 'arm-l'); rightArm = robot.create(549, 175, 'arm-r'); leftLeg = robot.create(270, 325, 'leg-l'); rightLeg = robot.create(410, 325, 'leg-r'); body = robot.create(219, 32, 'body'); eye = robot.create(335, 173,'eye'); // Tween the robot's size, so all the components also scaled. game.add.tween(robot._container.scale).to( {x: 1.2, y: 1.2}, 1000, Phaser.Easing.Back.InOut, true, 0, false).yoyo(true); } function render() { game.debug.renderText('The robot is a group and every component is a sprite.', 240, 580); }