MonsterBunny = function (game, rotateSpeed) {
// We call the Phaser.Sprite passing in the game reference
// We're giving it a random X/Y position here, just for the sake of this demo - you could also pass the x/y in the constructor
Phaser.Sprite.call(this, game, game.world.randomX, game.world.randomY, 'bunny');
this.anchor.setTo(0.5, 0.5);
this.rotateSpeed = rotateSpeed;
var randomScale = 0.1 + Math.random();
this.scale.setTo(randomScale, randomScale)
game.add.existing(this);
};
MonsterBunny.prototype = Object.create(Phaser.Sprite.prototype);
MonsterBunny.prototype.constructor = MonsterBunny;
MonsterBunny.prototype.update = function() {
// Automatically called by World.update
this.angle += this.rotateSpeed;
};
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('bunny', 'assets/sprites/bunny.png');
}
function create() {
for (var i = 0.1; i < 2; i += 0.1)
{
new MonsterBunny(game, i);
}
}