o0Corps0o

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Everything posted by o0Corps0o

  1. o0Corps0o

    enemy spawning

    As Rich said eariler, i think the issue looks like it could be where you use these: this.game.load.image("gametitle","assets/title.png"); where it could just be: this.load.image("gametitle","assets/title.png"); This that may also solve your issues with reference. Maybe wrong though, as i'm still 'learning' the ropes as i go
  2. Hi, I've come from an OOP style background with AS3, etc. I'm struggling to work out how to groups things together (kind of like a movieclip in flash). So basically i want to create an object, which will have certain values i can access, but also have created several sprites, and bitmaptext associated with it. Example of how i want to create my object: createNewUpgradeItem:function(myNumber){ var upgradeItem = new UpgradeItem(this, 25, 200+i*55, GAME_NAME.UpgradesAvailable.name, GAME_NAME.UpgradesAvailable.description, GAME_NAME.UpgradesAvailable.upgradePrice, GAME_NAME.UpgradesAvailable.priceMultiplier, GAME_NAME.UpgradesAvailable.sMultiplier, GAME_NAME.UpgradesAvailable.cMultiplier, i%4); GAME_NAME.upgradeMenu.add(upgradeItem); // Doesn't Work upgradeItem._background.events.onInputDown.add(function(){UpgradeItemUpdate(this,upgradeItem);console.log(upgradeItem._name)},this); }, // Where 'i' would be a count (in a for loop) to create several objects. And UpgradesAvailable[] is an array of information to be passed. This works fine i believe and it creates the objects fine and puts them on screen,etc. What i want to do is have this upgradeItem added to a Group (say MenuGroup), so I would have thought something like the following would have worked: GAME_NAME.upgradeMenu.add(upgradeItem); But it doesn't seem to like it. My UpgradeItem code consists of some things, for example: var UpgradeItem = function(game, x, y, upgradeItemName, upgradeDescription, upgradePrice, price, speed, cSpeed, bNumber){ this._name = upgradeItemName; this._description = upgradeDescription; this._upgradePrice = upgradePrice; this._pMultiplier = price | 1; this._sMultiplier = speed | 1; this._cMultiplier = cSpeed | 1; this._active = false; this._backgroundNumber = bNumber | 1; this._upgradeItemGroup = game.add.group(); GAME_NAME.upgradeMenu.add(this._upgradeItemGroup); switch(bNumber){ case 0: this._background = game.add.image(x+10, y+36, 'uBackground1'); break; case 1: this._background = game.add.image(x+10, y+36, 'uBackground2'); break; default : this._background = game.add.image(x+10, y+36, 'uBackground1'); break; } this._background.inputEnabled = true; this._background.input.useHandCursor = true; this._background.anchor.setTo(0); this._upgradeItemGroup.add(this._background); this.UpgradeItemName = game.add.bitmapText(x+30, y+48, 'Lobster',this._name,26,this._upgradeItemGroup); this.UpgradeItemName.anchor.setTo(0); this.UpgradeItemDescription = game.add.bitmapText(x+180, y+48, 'Lobster',this._description,26,this._upgradeItemGroup); this.UpgradeItemDescription.anchor.setTo(0); } You can also see from my code here that i'm trying to group the 'assets' (the text and sprites) into a seperate group. Am I missing something really simple here? Thanks for looking
  3. I know you're not really supposed to use this, but what if you set your css cursor to be !important? that should override any other style (as long as none of the others are !important)