phaser/Tests/groups/display order.js

30 lines
1.1 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
game.load.image('atari1', 'assets/sprites/atari130xe.png');
game.load.image('atari2', 'assets/sprites/atari800xl.png');
game.load.image('card', 'assets/sprites/mana_card.png');
game.load.start();
}
var items;
var card;
function create() {
items = game.add.group();
// Items are rendered in the depth order in which they are added to the Group
items.addNewSprite(64, 100, 'atari1');
card = items.addNewSprite(240, 80, 'card');
items.addNewSprite(280, 100, 'atari2');
game.input.onTap.addOnce(removeCard, this);
}
function removeCard() {
// Now let's kill the card sprite
card.kill();
game.input.onTap.addOnce(replaceCard, this);
}
function replaceCard() {
// And bring it back to life again - I assume it will render in the same place as before?
var bob = items.getFirstDead();
bob.revive();
}
})();