phaser/examples/groups/call all.js
2014-02-21 17:59:13 +00:00

53 lines
1.2 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
function preload() {
game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
game.load.image('reviveBtn', 'assets/buttons/revive-button.png');
}
function create() {
// Add some items.
var item;
for (var i = 0; i < 3; i++)
{
// Give the items a different alpha increase speed.
item = game.add.sprite(290, 98 * (i + 1), 'item', i);
// Enable input.
item.inputEnabled = true;
item.events.onInputUp.add(kill);
// An item besides the left one.
item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3);
item.inputEnabled = true;
item.events.onInputUp.add(kill);
}
// Add a button to revive all the items.
game.add.button(270, 400, 'reviveBtn', reviveAll, this, 0, 0, 0);
}
function kill(item) {
item.kill();
}
function reviveAll() {
game.world.callAll('revive');
}
function render() {
game.debug.renderText('Tap or click an item to kill it', 160, 500);
game.debug.renderText('Press the Revive button to revive them all.', 160, 520);
}