JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://github.com/photonstorm/phaser/releases/download/v3.12.0-beta2/phaser.min.js"></script>
<div id="phaser-example" style="overflow: hidden;"></div>
JavaScript
var config = {
type: Phaser.AUTO,
parent: 'phaser-example',
width: 400,
height: 400,
resolution: 2,
scene: {
preload: preload,
create: create,
update: update
}
};
var info;
var timer;
var alive = 0;
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('bg', 'assets/skies/sky4.png');
this.load.image('crate', 'assets/sprites/crate.png');
}
function create ()
{
// How many crates can you click on in 10 seconds?
this.add.image(400, 300, 'bg');
// Create a bunch of images
for (var i = 0; i < 10; i++)
{
var x = Phaser.Math.Between(0, 800);
var y = Phaser.Math.Between(0, 800);
var box = this.add.image(x, y, 'crate');
box.displayWidth = 50;
box.displayHeight = 50;
// Make them all input enabled
box.setInteractive();
// The images will dispatch a 'clicked' event when they are clicked on
box.on('pointerdown', clickHandler, this);
alive++;
}
// If a Game Object is clicked on, this event is fired.
// We can use it to emit the 'clicked' event on the game object itself.
this.input.on('gameobjectup', function (pointer, gameObject)
{
gameObject.emit('clicked', gameObject);
}, this);
// Display the game stats
info = this.add.text(10, 10, '', { font: '48px Arial', fill: '#000000' });
this.cameras.main.scrollX += 100
}
function update ()
{
}
function clickHandler ()
{
alive--;
alert(1)
//box.off('clicked', clickHandler);
//box.input.enabled = false;
//box.setVisible(false);
}
function gameOver ()
{
this.input.off('gameobjectup');
}