JSFiddle - React, Tailwind, and code Playground
HTML
<script src="http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.6/phaser.min.js"></script>
JavaScript
(function () {
var myGame = new Phaser.Game(800, 600, Phaser.AUTO, '', {
preload: preload,
create: create,
update: update
});
function preload() {
myGame.load.spritesheet('user', 'user4.png', 95, 158, 12);
myGame.load.spritesheet('dog', 'dog.png', 58.6, 84, 6);
myGame.load.image('poop', 'poop.png', 0, 50);
myGame.load.image('ground', 'platform.png');
myGame.load.image('bg', 'bg.jpg');
}
var platforms,
player,
dog,
dogs,
cursors,
poops,
scoreText,
score = 0;
function create() {
// We're going to be using physics, so enable the Arcade Physics system
myGame.physics.startSystem(Phaser.Physics.ARCADE);
// A simple background for our game
myGame.add.sprite(0, 0, 'bg');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = myGame.add.group();
// We will enable physics for any object that is created in this group
platforms.enableBody = true;
// Here we create the ground.
var ground = platforms.create(0, myGame.world.height - 64, 'ground');
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
//myGame.add.sprite(0, 0, 'poop');
myGame.physics.startSystem(Phaser.Physics.ARCADE);
//dog = myGame.add.sprite(150, 130, 'dog');
dogs = myGame.add.group();
dogs.enableBody = true;
dogs.physicsBodyType = Phaser.Physics.ARCADE;
//var dog;
for (var i = 0; i < 5; i++) {
dog = dogs.create(myGame.world.randomX, myGame.world.randomY - 50, 'dog');
dog.body.bounce.set(1);
dog.body.immovable = false;
dog.body.collideWorldBounds = true;
//dog.body.checkWorldBounds = true;
dog.animations.add('right', [0, 1, 2, 3, 4, 5], 6, true);
...