class HeartGauge { constructor(heartManager) { this.heartManager = heartManager; this.hearts = []; let self = this; this.heartManager.addOnChangeCountListener( function() { self.onChangeCountListener(); } ); this.heartManager.addOnChangeMaxCountListener( function() { self.onChangeMaxCountListener(); } ); let startPosX = GAME_SCREEN_SIZE.x - HeartGauge.GAP * 4; let posY = 30; for(let i = 0; i < HeartManager.HEART_MAX_COUNT; i++) { let heart = game.add.sprite(startPosX - i * HeartGauge.GAP, posY, "heart_full"); heart.anchor.set(0.5); heart.scale.set(HeartGauge.HEART_SCALE); heart.alpha = 0; this.hearts.push(heart); } }; onChangeCountListener() { this.updateHearts(); } onChangeMaxCountListener() { this.updateHearts(); } start() { this.updateHearts(); } updateHearts() { for(let i = 0; i < this.heartManager.getMaxCount(); i++) { if(i < this.heartManager.getCount()) this.hearts[i].loadTexture("heart_full"); else this.hearts[i].loadTexture("heart_empty"); this.hearts[i].alpha = 1; } } } HeartGauge.GAP = 35; HeartGauge.HEART_SCALE = 0.6;