coolwhip

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  1. After some more digging I've found that you can simulate actions by calling mesh.actionManager.processTrigger(trigger of action). Hopefully this helps someone else out.
  2. Hi everyone, I've been trying to put together a small interactive scene where the user can click a babylon.gui button to activate an animation. The main issue I'm having is the connection between GUI elements and the per-object event/action system. My idea was to run a javascript function on the button, that then fires the action event, however after looking at documentation and lots of google, it doesn't appear like this can be done, at least not from the given triggers (excluding checking every frame). Is there a better method of doing this? Thanks in advance
  3. loading a text file in phaser with typescript is trival with a simple: this.game.load.text("reference", "url") however attempting to write or modify external text files appears to be way more complicated. I'm guessing this is for security reasons, but still don't see why there can't be a "game.write.text()" method or something similar?
  4. Say I have a simple class: class SimpleGame { game: Phaser.Game; myColor: Phaser.Color; constructor() { this.myColor = Phaser.Color.createColor(255,255,0); this.game = new Phaser.Game(1200, 600, Phaser.AUTO, 'content', { preload: this.preload, create: this.create}); } preload(){ this.game.load.image("platform", "Graphics/platform.png"); } create() { console.log(this.myColor); } } window.onload = () => { var game = new SimpleGame(); }; The console always prints/returns undefined and if I try to modify the value of myColor, it brings up an error. Can the create method not access class properties? What have I done wrong here? Thanks