phaser/TS Tests/groups/call all.js
2013-08-28 07:02:57 +01:00

37 lines
1.4 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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);
// Enable input.
item.input.start(0, false, true);
item.events.onInputUp.add(kill);
// An item besides the left one.
item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3);
item.input.start(0, false, true);
item.events.onInputUp.add(kill);
}
// Add a button to revive all the items.
game.add.button(270, 400, 'reviveBtn', reviveAll, this, 0, 0, 0);
}
function kill(item) {
item.kill();
}
function reviveAll() {
game.world.group.callAll('revive');
}
function render() {
Phaser.DebugUtils.context.fillStyle = '#fff';
Phaser.DebugUtils.context.fillText('Tap or click an item to kill it, and press the revive button to revive them all.', 160, 500);
}
})();