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[Solved] Virtual Joystick's transparency after game.state.start()


jjcale
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I have purchased the Phaser Virtual Joystick plug-in. It works nicely. In my create function, I have set 50% transparency for DPAD and ButtonA:

        this.stick = this.pad.addDPad(0, 0, 200, 'dpad');
        this.stick.scale = 0.5;
        this.stick.alpha = 0.5;
        this.stick.alignBottomLeft(0);

        this.buttonA = this.pad.addButton(445, 380, 'dpad', 'button1-up', 'button1-down');
        this.buttonA.scale = 0.75;
        this.buttonA.alpha = 0.5;
        this.buttonA.onDown.add(this.pressButtonA, this);

It works well, only that after the game restarts both DPAD and ButtonA are no longer transparent.

game.state.start('main');

Any idea? Am I missing something? Thank you!

JJ

 

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It seems that when the game restarts, the "old" DPAD and ButtonA remain on the screen and thus the new DPAD and ButtonA objects are placed on top, thus 50% + 50% transparency = 100% visibility. Do I need to kill these two objects before restart? Maybe I don't fully understand what happens when

game.state.start('main');

is invoked. Puzzled. I am new to Phaser and still learning...

JJ

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I ran into this issue too. What I realised was going on is that the virtual joystick/button sprites are added to the stage, so that it appears above everything else, but as a result it is not removed when the state is changed, or restarted.

You need to use

this.stick.destroy();
this.buttonA.destroy();

when leaving the state to remove it properly.

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Studied the State Manager in more detail, this is cleaner:

shutdown: function () {

    this.stick.destroy ();
    this.buttonA.destroy ();

},

The shutdown method is invoked last before changing/resetting a state. You want to call it as a destructor method for all Stage components.

And keep the rest of your code untouched:

killPlayer: function () {
        
    game.state.start('main');

},

 

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