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46 tests with assets and javascript code.
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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var killTimer, reviveTimer, cycle;
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function init() {
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game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90);
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game.load.image('reviveBtn', 'assets/buttons/revive-button.png');
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game.load.start();
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}
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function create() {
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// Add some items.
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var item;
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for (var i = 0; i < 3; i++) {
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// Give the items a different alpha increase speed.
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item = game.add.sprite(290, 98 * (i + 1), 'item', i);
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// An item besides the left one.
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item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3);
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}
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// Set a timer so we can perform an action after a delay.
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killTimer = 0;
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// Another timer for reviving.
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reviveTimer = 0;
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cycle = 1000;
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}
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function update() {
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// Update timers.
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killTimer += game.time.delta;
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reviveTimer += game.time.delta;
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// Kill first alive item every "cycle" duration.
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if (killTimer > cycle) {
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killTimer -= cycle;
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// Get an alive item from the group and kill it.
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var item = game.world.group.getFirstAlive();
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if (item) {
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item.kill();
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}
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}
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// Revive first dead item every 1.5 "cycle" duration.
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if (reviveTimer > cycle * 1.5) {
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reviveTimer -= cycle * 1.5;
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// Get a dead item from the group and revive it.
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var item = game.world.group.getFirstDead();
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if (item) {
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item.revive();
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}
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}
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}
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function render() {
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Phaser.DebugUtils.context.fillStyle = '#fff';
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Phaser.DebugUtils.context.fillText('One item will be killed each second and revived later.', 240, 420);
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// Get living and dead number of a group.
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Phaser.DebugUtils.context.fillText('Living: ' + game.world.group.countLiving() + ', Dead: ' + game.world.group.countDead(), 330, 440);
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}
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})();
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