mirror of
https://github.com/photonstorm/phaser
synced 2024-11-17 02:08:40 +00:00
44 lines
1,007 B
JavaScript
44 lines
1,007 B
JavaScript
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
|
|
|
|
function preload() {
|
|
|
|
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');
|
|
|
|
}
|
|
|
|
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.create(64, 100, 'atari1');
|
|
card = items.create(240, 80, 'card');
|
|
items.create(280, 100, 'atari2');
|
|
|
|
// This event will be fired only once
|
|
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. It will render in the same place as before?
|
|
var deadCard = items.getFirstDead();
|
|
|
|
deadCard.revive();
|
|
|
|
}
|