/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); var timer, cycle; function init() { game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); game.load.image('reviveBtn', 'assets/buttons/revive-button.png'); game.load.start(); } function create() { // Add some items. var item; for (var i = 0; i < 3; i++) { // Give the items a different alpha increase speed. item = game.add.sprite(290, 98 * (i + 1), 'item', i); // An item besides the left one. item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); } // Set a timer so we can perform an action after a delay. timer = 0; cycle = 1000; } function update() { // Update timer. timer += game.time.delta; if (timer > cycle) { timer -= cycle; // Get the first alive item and kill it. var item = game.world.group.getFirstAlive(); if (item) { item.kill(); } } } function render() { Phaser.DebugUtils.context.fillStyle = '#fff'; Phaser.DebugUtils.context.fillText('One item will be killed each second.', 280, 420); // Get living and dead number of a group. Phaser.DebugUtils.context.fillText('Living: ' + game.world.group.countLiving() + ', Dead: ' + game.world.group.countDead(), 330, 440); } })();