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  1. After 3 hours of fighting, I just find out how to solve this. Just to var and initialize animatedSprite outside the setup function var fish_ = new AnimatedSprite.from("path/to/some/img"); function fishSetup(){ some_setup_functions(); } Thanks for your attention!
  2. I want to make my fish(fish_) can transform to another form (fishFly_) while jumping, and I wrote a function called "jump" to do so. But when I was trying to change the .visible of them, console gave me: Uncaught ReferenceError: fish_ is not defined at jump (game.js:142) //the line of "fish_.visible = true;" in "else statement" of "jump function" at t.fn (game.js:127) //which is the line of app.ticker at t.emit (TickerListener.ts:107) at e.update (Ticker.ts:479) at _tick (Ticker.ts:187) seems like I used the wrong way to change it. Can someone help me T_T p.s not native in English, Sorry for my poor English let Resources = PIXI.Loader.shared.resources, Container = PIXI.Container, AnimatedSprite = PIXI.AnimatedSprite; //put in loader and .load(setup functions) let fish = new Container; fish.jump = 0; function fishSetup(){ let fish_ = new AnimatedSprite(Resources['fishWalk'].spritesheet.animations["lagi3_2"]); fish_.anchor.set(0.5,1); fish_.x = 120; fish_.y = 660; fish_.zIndex = 31; fish_.animationSpeed = 0.15; fish_.gotoAndStop(2); fish.addChild(fish_); } function flyingFishSetup() { let fishFly_ = new AnimatedSprite(Resources['fishFly'].spritesheet.anmations["fishFly"]); fishFly_.anchor.set(0.5,1); fishFly_.x = this.fish_.x; fishFly_.y = this.fish_.y; fishFly_.zIndex = 32; fishFly_.animationSpeed = 0.25; fishFly_.play(); fish.addChild(fishFly_); } app.ticker.add(delta=>jump(delta)); function jump(delta){ if(fish.jump){ fish_.visible = false; fishFly_.visible = true; } else{ fish_.visible = true; fishFly_.visible = false; } } window.addEventListener("keydown",downHandler); function downHandler(e){ if(e.keyCode === 32){ console.log("jump key") fish.jump = 1; } }