Jump to content

Search the Community

Showing results for tags 'phaser battle rpg arguments'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hey guys, So I'm making this lite RPG with Phaser and right now I have only one battle hardcoded. I want to make it more modular so that I don't have to hardcode every single fight. so i'm doing this: this.physics.arcade.collide(hero, snakemonster, this.startFight, null, this); to start the battle which is defined as follows startFight: function(enemy) {this.state.start('Fight', false, false, enemy);}, all this is on my main world.the problem arises when I actually try to pass an argument to startFight like this this.physics.arcade.collide(hero, snakemonster, this.startFight(snakemonster), null, this); it will trigger the fight all the time, from anywhere on my main world. has anyone run into this issue or have any ideas on what I'm doing wrong?also, then i want to get enemy's abilities on my Fight.js file thank you, fer
×
×
  • Create New...