var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); function preload() { game.load.image('atari1', 'assets/sprites/atari130xe.png'); game.load.image('atari2', 'assets/sprites/atari800xl.png'); game.load.image('atari4', 'assets/sprites/atari800.png'); game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); game.load.image('duck', 'assets/sprites/darkwing_crazy.png'); game.load.image('firstaid', 'assets/sprites/firstaid.png'); game.load.image('diamond', 'assets/sprites/diamond.png'); game.load.image('mushroom', 'assets/sprites/mushroom2.png'); } var group; var sprite; function create() { var images = game.cache.getImageKeys(); group = game.add.group(); for (var i = 0; i < 20; i++) { sprite = group.create(game.world.randomX, game.world.randomY, game.rnd.pick(images)); } sprite.x = 100; sprite.y = 100; game.add.tween(sprite).to( { y: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true); game.input.onDown.addOnce(nuke, this); } function nuke() { // The optional parameter here will destroy the Sprites as well as the Group. // The default is 'false' which means destroy the Group, but none of the children. group.destroy(true); console.log(group); console.log(sprite); } function render() { game.debug.renderText('Click to nuke', 32, 32); }