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Found 4 results

  1. I have this code right here: image.events.onInputDown.add(clickListener, this); It calls the function clickListener, but I'm confused with the rest. I was taking a look at the source and I didn't find any way to pass an argument to clickListener when I clicked on my sprite. I wonder if there is a way of passing arguments to a function when I click down a sprite (onInputDown)?
  2. Hey guys, I got a weird behavior from using the callback method on group.onDestroy: this.playerCar = 'car1'; this.enemyCar = 'car2'; this.optionsGroup.onDestroy.add(this.currentTrack.createCars, this, 0, this.playerCar, this.enemyCar);
  3. Hey guys, I got a weird behavior from using the callback method on group.onDestroy: this.playerCar = 'car1'; this.enemyCar = 'car2'; this.optionsGroup.onDestroy.add(this.currentTrack.createCars, this, 0, this.playerCar, this.enemyCar); and what I get on the other side instead of 'car1' and 'car2', is: [object, object] and true. I even tried using: this.currentTrack.createCars.bind(this), but it does not help Does anyone know why? Phaser version 2.6.2
  4. Hi all, I was looking at using tweens in a simple application, and something struck me as odd when using `game.add.tween.to`. By looking at examples like this, it looks like you can pass in the easing function without specifying any arguments for it. E.g., game.add.tween(purpleFish).to({ x: -200 }, 7500, Phaser.Easing.Quadratic.InOut, true, 0, 1000, false);Reading from the docs, methods like Phaser.Easing.Quadratic.InOut need arguments to be passed in or they'll return NaN. However, the code above works fine without any arguments getting passed in to Phaser.Easing.Quadratic.InOut. Is something going on here internally that passes in those arguments for you?
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