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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 combos I get "TypeError: Cannot read property 'setVel' of undefined" others produce no error but also do not call my 'setVel' function. At this point I'm pretty lost as to what to do. Edit: appleYpos, groundYpos, appleTime; are all globally defined variables function setVel(sprite,vel) { sprite.body.velocity.y = vel; } function makeFall(group) { //calculate fall distance and then adjust velocity to meet time goal //note: velocity in physics.arcade is in pixels/sec let dist = appleYpos - groundYpos; let vel = dist/appleTime; group.callAll('setVel',null,vel); } function update() { if(keys.down.isDown) { makeFall(fallGroup); } }
  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?