var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('beast', 'assets/pics/shadow_of_the_beast2_karamoon.png'); game.load.image('snot', 'assets/pics/nslide_snot.png'); game.load.image('atari1', 'assets/sprites/atari130xe.png'); game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); game.load.image('coke', 'assets/sprites/cokecan.png'); game.load.image('disk', 'assets/sprites/oz_pov_melting_disk.png'); } var group1; var group2; var coke; var disk; function create() { // Create a background image game.add.sprite(0, 0, 'beast'); // Create a Group that will sit above the background image group1 = game.add.group(); // Create a Group that will sit above Group 1 group2 = game.add.group(); // Now let's create some random sprites and enable them all for drag and 'bring to top' for (var i = 0; i < 10; i++) { var tempSprite = game.add.sprite(game.stage.randomX, game.stage.randomY, 'atari1'); tempSprite.name = 'atari' + i; tempSprite.input.start(i, true); tempSprite.input.enableDrag(false, true); group1.add(tempSprite); // Sonics var tempSprite=game.add.sprite(game.stage.randomX, game.stage.randomY, 'sonic'); tempSprite.name = 'sonic' + i; tempSprite.input.start(10 + i, true); tempSprite.input.enableDrag(false, true); group2.add(tempSprite); } // Add 2 control sprites into each group - these cannot be dragged but should be bought to the top each time coke = group1.create(100, 100, 'coke'); disk = group2.create(400, 300, 'disk'); // Create a foreground image - everything should appear behind this, even when dragged var snot = game.add.sprite(game.world.centerX, game.world.height, 'snot'); snot.anchor.setTo(0.5, 1); // You can click and drag any sprite but Sonic sprites should always appear above the Atari sprites // and both types of sprite should only ever appear above the background and behind the } function update() { if (game.input.keyboard.justReleased(Phaser.Keyboard.ONE)) { coke.bringToTop(); } if (game.input.keyboard.justReleased(Phaser.Keyboard.TWO)) { disk.bringToTop(); } } function render() { game.debug.renderInputInfo(32, 32); }