/// /// (function () { var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); function preload() { game.load.image('beast', 'assets/pics/shadow_of_the_beast2_other_world.png'); game.load.atlas('button', 'assets/buttons/button_texture_atlas.png', 'assets/buttons/button_texture_atlas.json'); } image: Phaser.Sprite; button: Phaser.UI.Button; function create() { // This is just an image that we'll toggle the display of when you click the button this.image = game.add.sprite(game.stage.centerX, 0, 'beast'); this.image.transform.origin.setTo(0.5, 0); // This button is created from a texture atlas. // Instead of frame IDs (like with a sprite sheet) we can tell it to use frame names instead. // In this case our atlast frame names were called 'over', 'out' and 'down', but they could be anything you want. // The function "clickedIt" will be called when the button is clicked or touched this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 'over', 'out', 'down'); // Makes the button origin set to the middle this.button.transform.origin.setTo(0.5, 0.5); } function update() { // Rotate the button each frame, the button states will still work and respond. this.button.rotation += 1; } function clickedIt() { if (this.image.visible == true) { this.image.visible = false; } else { this.image.visible = true; } } })();