Search the Community
Showing results for tags 'hierachy'.
Found 1 result
Hi I'm trying to create a scene where randomly generated balloons move across the screen with toys hanging from them. When the user clicks the balloon the toy will drop and either hit or miss a basket. I would like to use a tween on the y position of each balloon so that they move up and down as well. I would like to use a tween on the toy so that it swings a bit (less important). I am thinking of setting up an array to push the balloon objects into so that I can push and pop as they are generated and destroyed. What is the best way to set up the parent > child relationship for the balloon and toys though please? Should I create a Phaser.GameObjects.Group() and create() the balloon and toy within that group and then push that group into my array? Or should I create each balloon and toy as a Phaser.GameObjects.Sprite and set a parent > child relationship somehow (I think you could use addChild() in Phaser 2?)? Or should I be using physics bodies and linking the toy to the balloon somehow, and then releasing that link to drop the toy when the balloon is clicked? Thanks! By the way, I don't know if it's helpful, but there is an error in http://labs.phaser.io/view.html?src=src\physics\arcade\circular body.js - "Uncaught ReferenceError: GetOverlapX is not defined".