var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('box', 'assets/sprites/block.png');
game.load.image('platform', 'assets/sprites/platform.png');
}
var group;
function create() {
// A platform the boxes will 'rise' out of
var platform = game.add.sprite(0, game.world.centerY, 'platform');
platform.width = game.width;
platform.height = 8;
group = game.add.group();
// Box sprite is 95x95
var box1 = group.create(200, 300, 'box');
var box2 = group.create(400, 300, 'box');
var box3 = group.create(600, 300, 'box');
group.setAll('anchor.x', 0.5);
group.setAll('anchor.y', 0.5);
// A mask is a Graphics object
var mask = game.add.graphics(0, 100);
// Shapes drawn to the Graphics object must be filled.
mask.beginFill(0xffffff);
// Here we'll draw a rectangle for each group sprite
mask.drawRect(130, 0, 140, 200);
mask.drawRect(330, 0, 140, 200);
mask.drawRect(530, 0, 140, 200);
// And apply it to the Group itself
group.mask = mask;
game.add.tween(box1).to({ y: 200 }, 1000, "Sine.easeInOut", true, 0, -1, true);
game.add.tween(box2).to({ y: 200 }, 1000, "Sine.easeInOut", true, 500, -1, true);
game.add.tween(box3).to({ y: 200 }, 1000, "Sine.easeInOut", true, 1000, -1, true);
}
function update() {
group.forEach(function(box) {
box.rotation += 0.04;
});
}