phaser/Tests/sprites/out of screen.js

29 lines
1 KiB
JavaScript

(function() {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.spritesheet('rect', 'assets/buttons/number-buttons-90x90.png', 90, 90);
game.load.start();
}
function create() {
var rect, factor;
for (var i = 0; i < 16; i++) {
rect = game.add.sprite(10 + Math.random() * 700, 10 + Math.random() * 300, 'rect', Math.round(Math.random() * 5));
factor = 0.2 + Math.random() * 2;
rect.transform.scale.setTo(factor, factor);
factor = 2 + Math.random() * 6;
rect.speed = factor;
}
console.log(game.world.group.length);
}
function update() {
game.world.group.forEach(function(rect) {
// Apply speed to each rect.
rect.y += rect.speed;
// Move the rect back to screen if it's not.
if (!Phaser.SpriteUtils.onScreen(rect)) {
rect.y = 0;
}
});
}
})();