groups/call all

 
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.text('Tap or click an item to kill it', 160, 500);
    game.debug.text('Press the Revive button to revive them all.', 160, 520);

}