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# on Destroyed Run some code when a sprite of a certain kind is destroyed. ```sig sprites.onDestroyed(0, function (sprite) { }) ``` ## Parameters * **kind**: the type of sprite to wait for a destroy event from. * **handler**: the code to run when the sprite is destroyed. ## Example #example Create a ``Ghost`` sprite and set it's ``lifespan`` to `1500`. You win the game when the ghost is destroyed. ```blocks namespace SpriteKind { export const Ghost = SpriteKind.create() } let ghost: Sprite = null ghost = sprites.create(img` . . . . . . d d d d d . . . . . . . . d d d d 1 1 1 d d d . . . . . d d 1 1 1 1 1 1 1 1 d d . . . . d 1 1 1 1 1 1 1 1 1 1 d . . . . d 1 1 1 1 1 1 1 1 1 1 d d . . d d 1 1 1 f 1 1 1 f 1 1 1 d . . d 1 1 1 1 1 1 1 1 1 1 1 1 d d . d 1 1 1 1 1 1 1 1 1 1 1 1 1 d . d 1 1 1 1 1 1 1 1 1 1 1 1 1 d d d 1 1 1 1 1 1 f f 1 1 1 1 1 d d 1 1 1 1 1 1 1 f f 1 1 1 1 1 d d 1 1 1 1 1 1 1 1 1 1 1 1 1 1 d d 1 1 1 1 1 1 1 d 1 1 1 1 1 1 d d 1 d d d 1 1 d d d d 1 d 1 1 d d d d . d d d d . . d d d d d d d d . . . d d . . . . d . . d d `, SpriteKind.Ghost) ghost.setFlag(SpriteFlag.Ghost, true) ghost.lifespan = 1500 sprites.onDestroyed(SpriteKind.Ghost, function (sprite) { game.over(true) }) ``` ## See also #seealso [destroy](/reference/sprites/sprite/destroy)