phaser/Tests/input/bring to top.js

27 lines
1.3 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render);
function preload() {
game.load.image('atari1', 'assets/sprites/atari130xe.png');
game.load.image('atari2', 'assets/sprites/atari800xl.png');
game.load.image('atari4', 'assets/sprites/atari800.png');
game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
game.load.image('duck', 'assets/sprites/darkwing_crazy.png');
game.load.image('firstaid', 'assets/sprites/firstaid.png');
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create() {
// This returns an array of all the image keys in the cache
var images = game.cache.getImageKeys();
// Now let's create some random sprites and enable them all for drag and 'bring to top'
for(var i = 0; i < 20; i++) {
var tempSprite = game.add.sprite(game.stage.randomX, game.stage.randomY, game.rnd.pick(images));
tempSprite.input.start(i, false, true);
tempSprite.input.enableDrag(false, true);
}
}
function render() {
Phaser.DebugUtils.renderInputInfo(32, 32);
}
})();