MonsterBunny = function (game, rotateSpeed) { // We call the Phaser.Sprite passing in the game reference // We're giving it a random X/Y position here, just for the sake of this demo - you could also pass the x/y in the constructor Phaser.Sprite.call(this, game, game.world.randomX, game.world.randomY, 'bunny'); this.anchor.setTo(0.5, 0.5); this.rotateSpeed = rotateSpeed; var randomScale = 0.1 + Math.random(); this.scale.setTo(randomScale, randomScale) game.add.existing(this); }; MonsterBunny.prototype = Object.create(Phaser.Sprite.prototype); MonsterBunny.prototype.constructor = MonsterBunny; MonsterBunny.prototype.update = function() { // Automatically called by World.update this.angle += this.rotateSpeed; }; var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); function preload() { game.load.image('bunny', 'assets/sprites/bunny.png'); } function create() { for (var i = 0.1; i < 2; i += 0.1) { new MonsterBunny(game, i); } }