eralpkaraduman

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About eralpkaraduman

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    eralpkaraduman
  1. RT @buenothebear: VR needs to be on street corners for people to know! https://t.co/VUo4rx364B

  2. Custom Threading Operator in Swift { background code } ~> { main thread code } https://t.co/tX3Q8he3Ls

  3. Hi, I'm coming from flash/flixel perspective. When I'd need spawn enemies or track some objects and draw something on them repeatedly, I used to create a class instance which contains and watches objects, and mostly use it as kind-of factory pattern as well to generate objects too. I was doing this by extending groups in Flixel. I know groups are pretty similar in Phaser too. But possibly because of my lack of experience on OOP javascript, I haven't found a nice way to extend groups. Im extending groups this way; var ElementalSpawner = function(game,squad) { Phaser.Group.call(this,game);};ElementalSpawner.prototype = Object.create(Phaser.Group.prototype);ElementalSpawner.prototype.constructor = ElementalSpawner;Until this point everything is great but when I want to override Phaser.Group's update function, I had to do this; ElementalSpawner.prototype.update = function() { // Elemental Spawner update code here // super.update var i = this.children.length; while (i--) { this.children[i].update(); }};This works for sure, but I'm not comfortable with it. (So what if I was overriding a 200 line code function ) As you see I had to copy original group class's update functions contents into the overridden function. What I intended to do is similar to calling super.update() in AS3/Flash/Flixel. I'd like to ask for suggestions on how to extend and override functions of javascript/phaser classes? And more generally how would you design such structures like, spawners, healthbar renderers, GUI containers-updaters etc? I'm working on our "incomplete" LD48 game superdamage.com/LD29/dist Thanks.