splintercell9dev

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  1. I have one array having 3 phaser groups as follows code:1 exp_s = game.add.group() ; exp_s.physicsBodyType = Phaser.Physics.ARCADE ; exp_s.enableBody = true ; exp_s.scale.setTo(0.9) ; exp_m = game.add.group() ; exp_m.physicsBodyType = Phaser.Physics.ARCADE ; exp_m.enableBody = true ; exp_m.scale.setTo(0.7) ; exp_l = game.add.group() ; exp_l.physicsBodyType = Phaser.Physics.ARCADE ; exp_l.enableBody = true ; exp_l.scale.setTo(0.5) ; em_group.push(exp_s,exp_m,exp_l) ; added animations as follows: code:2 em_group.forEach((group,index)=> { group.callAll('animations.add','animations', `blink${index+1}`, [0,1,2], 10, true) ; group.callAll('animations.play', 'animations', `blink${index+1}`) ; }) ; now inside a loop event i'm creating meteors using : meteor = em_group[index].create(xpos,-150,sprite_alias,0) ; here sprite_alias is the id given to the spritesheet of meteors. But when meteors are created in game, animation is not starting. but if i use code 2 in loop event it will start animation but so many animation calls are reducing the performance of my game. Pls help to fix this problem.