JSFiddle - React, Tailwind, and code Playground

by espace3d

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.1/phaser.min.js"></script>

JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:preload, create: create });

function preload() {
   game.load.image('circle', 'https://s13.postimg.org/xjhlzmiev/disc_png.png');
   game.load.image('rect', 'http://s10.postimg.org/6fa6mgrd5/motif.jpg');
}
//E for external module

var sprite={}
var circle={}
MonsterGroup = function (game, image,image2) {

    Phaser.Group.call(this, game);

    for (var i = 0; i < 10; i++)
    {
        sprite[i] = this.create(100+i, game.world.randomY, image);
        sprite[i].scale.setTo(.2,.2)        

    }

this.button=game.add.sprite(100,100,'circle')

this.flag=true
//return sprite
};

MonsterGroup.prototype = Object.create(Phaser.Group.prototype);
MonsterGroup.prototype.constructor = MonsterGroup;

//HERE IS WHAT IM LOOKING FOR
MonsterGroup.prototype.foreach_allow_or_not_drag=function(this_something){
if (this.flag){
//detect object and no_object like flag 
this_something.inputEnabled = true;
this_something.input.enableDrag(true);
}
}

function create() {
    customGroup1 = new MonsterGroup(game, 'rect','circle');
    customGroup1.alpha=1
    sprite[1].alpha =.2
}