/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); var robot; var eye, body, leftArm, rightArm, leftLeg, rightLeg; var draggable; function init() { game.load.image('eye', 'assets/sprites/robot/eye.png'); game.load.image('body', 'assets/sprites/robot/body.png'); game.load.image('arm-l', 'assets/sprites/robot/arm-l.png'); game.load.image('arm-r', 'assets/sprites/robot/arm-r.png'); game.load.image('leg-l', 'assets/sprites/robot/leg-l.png'); game.load.image('leg-r', 'assets/sprites/robot/leg-r.png'); game.load.start(); } 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); // An item besides the left one. item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); } // Use groups of sprites to create a big robot. // Robot itself, you can subclass group class in a real game. robot = game.add.group(); // Robot components. leftArm = robot.addNewSprite(90, 175, 'arm-l', 0, Phaser.Types.BODY_DISABLED); rightArm = robot.addNewSprite(549, 175, 'arm-r', 0, Phaser.Types.BODY_DISABLED); leftLeg = robot.addNewSprite(270, 325, 'leg-l', 0, Phaser.Types.BODY_DISABLED); rightLeg = robot.addNewSprite(410, 325, 'leg-r', 0, Phaser.Types.BODY_DISABLED); body = robot.addNewSprite(219, 32, 'body', 0, Phaser.Types.BODY_DISABLED); eye = robot.addNewSprite(335, 173,'eye', 0, Phaser.Types.BODY_DISABLED); } function update() { // Change parent's rotation to change all the childs. // robot.transform.rotation += 2; game.world.group.transform.rotation += 2; } function render() { Phaser.DebugUtils.context.fillStyle = 'rgb(0, 160, 213)'; Phaser.DebugUtils.context.fillText('The robot is a group and every component is a sprite.', 240, 580); } })();