phaser/examples/groups/remove.php

73 lines
2.1 KiB
PHP

<?php
$title = "Remove a sprite from a group";
require('../head.php');
?>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create,render:render});
// Group contains items.
var items;
function preload() {
game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
game.load.image('rect', 'assets/tests/200x100corners.png');
}
function create() {
// Create item container group.
items = game.add.group();
// Add some items and add them to the container group,
// then you can drag and drop them to remove.
var item;
for (var i = 0; i < 6; i++) {
// Directly create sprites from the group.
item = items.create(90, 90 * i, 'item', i);
// Enable input detection, then it's possible be dragged.
item.input.start(0,true);
// Make this item draggable.
item.input.enableDrag();
// Then we make it snap to 90x90 grids.
item.input.enableSnap(90, 90, false, true);
// Add a handler to remove it using different options when dropped.
item.events.onDragStop.add(dropHandler);
}
// Create a rectangle drop it at this rectangle to
// remove it from origin group normally or
// cut it from the group's array entirely.
var rect = game.add.sprite(390, 0, 'rect');
rect.scale.setTo(2.0, 3.0);
}
function render() {
game.debug.renderText('Size of group: ' + items.length, 100, 560);
game.debug.renderText('Drop here to cut items from groups entirely.', 390, 24);
}
function dropHandler(item, pointer) {
if (item.x < 90) {
item.x = 90;
}
else if (item.x > 400) { // So it is dropped in one rectangle.
// Remove it from group normally, so the group's size does not change.
items.remove(item);
console.log("Group length : "+items.length);
}
}
})();
</script>
<?php
require('../foot.php');
?>