Game.addToManifest({ bg: "sprites/bg.png", bg_dark: "sprites/bg_dark.png" }); /************************************** WORLD: Layers for the background, the people, objects, particles, etc **************************************/ function World(scene, options){ var self = this; options = options || {}; // Properties self.scene = scene; // PIXI GRAPHICS var g = new PIXI.Container(); self.graphics = g; g.x = g.pivot.x = Game.width/2; g.y = g.pivot.y = Game.height/2; scene.graphics.addChild(self.graphics); self.layers = {}; // LAYER: BG self.layers.bg = new PIXI.Container(); g.addChild(self.layers.bg); var bg = MakeSprite(options.bg ? options.bg : "bg"); bg.position.x = -100; bg.position.y = -100; self.layers.bg.addChild(bg); self.bg = []; self.addBG = function(bg){ self.bg.push(bg); self.layers.bg.addChild(bg.graphics); }; // LAYER: PROPS self.layers.props = new PIXI.Container(); g.addChild(self.layers.props); self.props = []; self.addProp = function(prop){ prop.graphics._REFERENCE_ = prop; // HACK. REFERENCE. self.props.push(prop); self.layers.props.addChild(prop.graphics); }; // SUB-LAYER: PEEPS self.peeps = []; self.addPeep = function(peep){ self.peeps.push(peep); self.addProp(peep); }; self.clearPeeps = function(){ while(self.peeps.length>0){ self.peeps[0].kill(); } }; self.addBalancedPeeps = function(howMany){ // Count circles & squares... var circleCount = 0; var squareCount = 0; for(var i=0;i