phaser/Tests/groups/recycle 2.ts

53 lines
2.2 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render);
var friendAndFoe: Phaser.Group,
enemies: Phaser.Group;
function preload() {
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);
}
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++) {
// Since the getFirstAvailable() which we'll use for recycling
// cannot allocate new objects, create them manually here.
enemies.addNewSprite(360 + Math.random() * 200, 120 + Math.random() * 200,
'baddie', null, Phaser.Types.BODY_DISABLED);
}
// 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() {
// Recycle using getFirstAvailable() as an alternative to recycle().
// Notice that this method will not create new objects if there's no one
// available, and it won't change size of this group.
var enemy: Phaser.Sprite = enemies.getFirstAvailable();
if (enemy) {
enemy.revive();
}
}
function render() {
Phaser.DebugUtils.context.fillStyle = '#fff';
Phaser.DebugUtils.context.fillText('Recycle baddies from a group using getFirstAvailable() instead of recycle().', 16, 24);
Phaser.DebugUtils.context.fillText('Notice that you cannot add more than 8 baddies since we only create 8 instance.', 16, 36);
Phaser.DebugUtils.context.fillText('Living baddies: ' + enemies.countLiving(), 340, 420);
}
})();