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Found 1 result

  1. I have this map created in Tiled, with an object layer for the doors. And this door object has a custom property "link", which should tell where the door goes. In phaser, I created an object layer for this doors and put them in to a new static group (this.physics.add.staticGroup). And if the player hits this door object, a method get called: this.physics.add.overlap( this.player, doors, this.enterDoor , null, this ). And there, in the enterDoor method, I want to read the "link" property, so I can switch the scene based on that value, which tells where to go next. But I am not able to get it there, it not seems to be possible to even add this value to the childs of the group, because already there, these values get lost. I am looking for a solution to this problem. These are the parts of the relevant code: Part 1, colliding with the door works without problems. Only thing there is, I have a missing sprite picture in game, but I do not want to use any sprite for the door. It should be a invisible area and if the player hits, it should go to the next scene. create() { this.map = this.add.tilemap( 'map1' ); var tileset = this.map.addTilesetImage( 'main', 'tiles' ); this.firstLayer = this.map.createStaticLayer( 'layer1', tileset ); this.secondLayer = this.map.createStaticLayer( 'layer2', tileset ); this.thirdLayer = this.map.createStaticLayer( 'layer3', tileset ); this.createPlayer( 400, 400 ); this.secondLayer.setCollisionBetween( 1, 2000 ); this.physics.add.collider( this.player, this.secondLayer); this.objectLayer = this.map.getObjectLayer( 'objectLayer' ); var doors; this.objectLayer.objects.forEach( ( object, index ) => { if (object.type === 'door') { object.key = object.name; object.setXY = { x: object.x + 16, y: object.y + 16 }; doors = this.physics.add.staticGroup( object ); //doors[ index ].set( 'link', object.link ); } }); this.physics.add.overlap( this.player, doors, this.enterDoor , null, this ); } Part 2, this is the enterDoor Method, called if the player hits the door. There I want to read the door.link property and based on that, go to the next scene. enterDoor( player, door ) { console.log( door.link ); //undefined door.disableBody( true, true) ; this.scene.switch( 'Outside', Outside ); // it should be like this: // this.scene.switch( door.link, door.link ); }