Creating pools:
const myPool = new Pool(Class type, // class name
{
sprites: String[] names,
size: Integer numberOfInstances,
data: Item data //optional,
name: String name // just for reference, optional
});
myPool.create(Integer x, Integer y, Object options); // spawns one instance
even if you provide only one sprite image you should pass it as an array
if you provide multiple sprite images they will be randomly picked during creation phase
options is the param you use to pass to class instance's create()
method. You can use it to set up a spawning object.
It is up to you how you process those options.
Creating spawner:
const mySpawner = new Spawner({
pool: Pool variable,
spacing: Integer milliseconds,
size: Integer numberOfInstances,
name: String name // just for reference, optional
});
mySpawner.launch(Integer x, Integer y);
Creating non-interactive game object:
new GameObject(String sprite).classSpawnOne(Integer x, Integer y);
physics is disabled by default
Creating player:
const player = new Player(String sprite, String name);
player.create(Integer x, Integer y);
physics is enabled by default
Creating Chest:
both Pool and GameObject spawns (chest.create(x, y, options) / chest.spawnOne(x, y, options)
) utilize options data:
{drop: Integer, total: Integer}
which set amount of gold inside and amount of coins picked up
Setting up Flag (level lose conditions):
flag = new Flag(String sprite, {gold?: Integer val, enemy?: Integer val});
flag.spawnOne(Integer x, Integer y);
Sets amount of gold stolen or enemies escaped to lose the level.
If no paramateres are provided then they are defaulted to gold: 250 / enemy: 20
You can dynamically update the level conditions:
flag.updateRules({gold: Integer val, enemy: Integer val});
Log to console by game.log(String message);
to make this work turn dev mode in Preload class: game.devMode = true;
dev mode is enabled by default