/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, preload, create); function preload() { game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 138, 15); game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90); } function create() { var item: Phaser.Sprite, shadow: Phaser.Sprite, tween: Phaser.Tween; for (var i = 0; i < 6; i++) { // Add a shadow to the location which characters will land on. // And tween their size to make them look like a real shadow. // Put the following code before items to give shadow a lower // render order. shadow = game.add.sprite(190 + 69 * i, 284, 'shadow'); // Set shadow's size 0 so that it'll be invisible at the beginning. shadow.transform.scale.setTo(0.0, 0.0); // Also set the origin to the center since we don't want to // see the shadow scale to the left top. shadow.transform.origin.setTo(0.5, 0.5); game.add.tween(shadow.transform.scale) .to({x: 1.0, y: 1.0}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); // Add characters on top of shadows. item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i); // Set origin to the center to make the rotation look better. item.transform.origin.setTo(0.5, 0.5); // Add a simple bounce tween to each character's position. tween = game.add.tween(item) .to({y: 240}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); } // Set background color to white. game.stage.backgroundColor = '#fff'; } })();