input/group input events
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
function preload() {
game.load.image('beball', 'assets/sprites/beball1.png');
game.load.image('bikkuriman', 'assets/sprites/bikkuriman.png');
}
var text = '';
var group1;
var group2;
function create() {
// Let's create 2 Groups
group1 = game.add.group();
group2 = game.add.group();
// This will automatically inputEnable all children added to both Groups
group1.inputEnableChildren = true;
group2.inputEnableChildren = true;
// Create 10 Sprites per Group
for (var i = 0; i < 10; i++)
{
var sprite1 = group1.create(64 + (64 * i), 150, 'beball');
sprite1.name = 'group1-child-' + i;
var sprite2 = group2.create(64 + (64 * i), 350, 'bikkuriman');
sprite2.name = 'group2-child-' + i;
}
// And now we'll listen to the Group events
group1.onChildInputDown.add(onDown, this);
group2.onChildInputDown.add(onDown, this);
group1.onChildInputOver.add(onOver, this);
group2.onChildInputOver.add(onOver, this);
group1.onChildInputOut.add(onOut, this);
group2.onChildInputOut.add(onOut, this);
}
function onDown (sprite) {
text = "onDown: " + sprite.name;
sprite.tint = 0x00ff00;
}
function onOver (sprite) {
text = "onOver: " + sprite.name;
sprite.tint = 0xff0000;
}
function onOut (sprite) {
text = "onOut: " + sprite.name;
sprite.tint = 0xffffff;
}
function render() {
if (text === '')
{
game.debug.text("Interact with the Sprites.", 32, 32);
}
else
{
game.debug.text(text, 32, 32);
}
}