/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); var friendAndFoe, enemies; function init() { game.load.image('ufo', 'assets/sprites/ufo.png'); game.load.image('baddie', 'assets/sprites/space-baddie.png'); game.load.start(); } function create() { // Create some local groups for later use. friendAndFoe = game.add.group(); enemies = game.add.group(); // Use game.add (GameObjectFactory) to create sprites, those // newly created ones will be added to game.world.group // automatically. While you can still use new to allocate and // only add them to your own groups. var ufo = game.add.sprite(200, 240, 'ufo'); friendAndFoe.add(ufo); // Create some enemies using new keyword. // (Don't forget to pass game as the first parameter.) var enemy; for (var i = 0; i < 16; i++) { enemy = new Phaser.Sprite(game, 360 + Math.random() * 200, 120 + Math.random() * 200, 'baddie'); enemies.add(enemy); } } function render() { Phaser.DebugUtils.context.fillStyle = '#fff'; Phaser.DebugUtils.context.fillText('ufo added to game.world.group and "friendAndFoe" group', 16, 24); Phaser.DebugUtils.context.fillText('others ONLY added to "enemies" group', 16, 40); } })();