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Found 2 results

  1. Currently I have a group of sprites and I want to make them all fall at the same time. I am trying to accomplish this with the following functions, where the group (here: fallGroup) should fall when the down arrow key is pressed. (and yes, I have already initialized keys in the create() method) I have tried passing multiple versions of the function definition to callAll() (eg. "this.setVel", "game.setVel", ect.) as well as several different contexts instead of 'null' ("this", "that=this, then passing 'that' in", "game", "game.stage", ect.) but so far nothing happens. For some of the
  2. I'm looking to check the x value of all children of an emitter and kill it if x > 200. Here's my immediate non-phaser method solution (this is in the update loop) for (var i = 0, j = windEmitter.children.length; i < j; i++) { var s = windEmitter.children[i]; if (s.x > 200) { s.kill(); }}Seems like there's got to be a more efficient way to use a Phaser.Group method ( like checkAll() or callAll() ) but I can't figure out how to format them and still include my conditional. Thoughts?
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