phaser/examples/groups/display order.js

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();
}