mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 06:12:53 +00:00
47 lines
1 KiB
JavaScript
47 lines
1 KiB
JavaScript
|
|
// Here is a custom group with a property 'key'
|
|
// This isn't required, it's just an example of a custom group level property. Only 'game' is required.
|
|
MonsterGroup = function (game, key) {
|
|
|
|
Phaser.Group.call(this, game);
|
|
|
|
this.key = key;
|
|
|
|
};
|
|
|
|
MonsterGroup.prototype = Object.create(Phaser.Group.prototype);
|
|
MonsterGroup.prototype.constructor = MonsterGroup;
|
|
|
|
/**
|
|
* Generate some monsters on request, all spaced out evenly
|
|
*/
|
|
MonsterGroup.prototype.make = function(qty, x, y) {
|
|
|
|
for (var i = 0; i < qty; i++)
|
|
{
|
|
this.create(x, y, this.key);
|
|
x += 64;
|
|
}
|
|
|
|
}
|
|
|
|
// Boilerplate code below
|
|
|
|
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');
|
|
game.load.image('ball', 'assets/sprites/shinyball.png');
|
|
|
|
}
|
|
|
|
function create() {
|
|
|
|
var monsters = new MonsterGroup(game, 'bunny');
|
|
var balls = new MonsterGroup(game, 'ball');
|
|
|
|
monsters.make(6, 100, 100);
|
|
balls.make(10, 64, 500);
|
|
|
|
}
|