phaser/Tests/groups/recycle 1.ts

50 lines
1.9 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
var friendAndFoe: Phaser.Group,
enemies: Phaser.Group;
function init() {
game.load.image('ufo', 'assets/sprites/ufo.png');
game.load.image('baddie', 'assets/sprites/space-baddie.png');
game.load.spritesheet('button', 'assets/buttons/baddie-buttons.png', 224, 70);
game.load.start();
}
function create() {
// Create some local groups for later use.
friendAndFoe = game.add.group();
enemies = game.add.group();
// Create a ufo.
friendAndFoe.addNewSprite(200, 240, 'ufo', null, Phaser.Types.BODY_DISABLED);
// Create some enemies.
for (var i = 0; i < 8; i++) {
createBaddie();
}
// Create buttons to create and kill baddies.
game.add.button(16, 50, 'button', createBaddie, 0, 0, 0);
game.add.button(16, 130, 'button', killBaddie, 1, 1, 1);
}
function killBaddie() {
var baddie: Phaser.Sprite = enemies.getFirstAlive();
if (baddie) baddie.kill();
}
function createBaddie() {
// Group's recycle() method will always return a valid object unless
// you did not pass an objectClass parameter.
// It will create new object instance of the given class if no "dead"
// object can be found inside the group.
var enemy: Phaser.Sprite = enemies.recycle(Phaser.Sprite);
enemy.texture.loadImage('baddie', false);
enemy.texture.opaque = false;
enemy.x = 360 + Math.random() * 200;
enemy.y = 120 + Math.random() * 200;
}
function render() {
Phaser.DebugUtils.context.fillStyle = '#fff';
Phaser.DebugUtils.context.fillText('Add new baddies using recyle() instead of allocating new object every time.', 16, 24);
}
})();