/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); var friendAndFoe: Phaser.Group, enemies: Phaser.Group; function preload() { game.load.image('ufo', 'assets/sprites/ufo.png'); game.load.image('baddie', 'assets/sprites/space-baddie.png'); game.load.spritesheet('button', 'assets/buttons/baddie-buttons.png', 224, 70); } function create() { // Create some local groups for later use. friendAndFoe = game.add.group(); enemies = game.add.group(); // Create a ufo. friendAndFoe.addNewSprite(200, 240, 'ufo', null, Phaser.Types.BODY_DISABLED); // Create some enemies. for (var i = 0; i < 8; i++) { createBaddie(); } // Create buttons to create and kill baddies. game.add.button(16, 50, 'button', createBaddie, 0, 0, 0); game.add.button(16, 130, 'button', killBaddie, 1, 1, 1); } function killBaddie() { var baddie: Phaser.Sprite = enemies.getFirstAlive(); if (baddie) baddie.kill(); } function createBaddie() { // Group's recycle() method will always return a valid object unless // you did not pass an objectClass parameter. // It will create new object instance of the given class if no "dead" // object can be found inside the group. var enemy: Phaser.Sprite = enemies.recycle(Phaser.Sprite); enemy.texture.loadImage('baddie', false); enemy.texture.opaque = false; enemy.x = 360 + Math.random() * 200; enemy.y = 120 + Math.random() * 200; } function render() { Phaser.DebugUtils.context.fillStyle = '#fff'; Phaser.DebugUtils.context.fillText('Add new baddies using recyle() instead of allocating new object every time.', 16, 24); } })();