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  1. Hi everyone! I need a little help with understanding how to properly set timer functions. I'm new to javascript so I often run into syntax issues. I have a group ("starGroup") containing 10 "star" objects. When a user clicks on one of the group's "star" object, I'm hoping to have it tween before being destroyed. Everything seems to work properly up to the end of the tween, however I am having issues setting star.destroy until after the tween. I read in another post that we could use Phaser's timer for this instance, however my timer functions don't seem to be working. I get a return of: "Uncaught TypeError: Cannot read property 'destroy' of undefined(…)". A little help needed? Many thanks! Here's the code: var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('star', 'assets/images/star.png'); } function create() { //Create random Star group starGroup = game.add.group(); // And add 10 sprites to it for (var i = 0; i < 10; i++) {starGroup.create(game.world.randomX, game.world.randomY, 'star');} // Make them all input enabled starGroup.setAll('inputEnabled', true); starGroup.setAll('input.useHandCursor', true); // Call all in group starGroup.callAll('events.onInputDown.add', 'events.onInputDown', starClick); } function starClick (star) { starRemoveTweenA = game.add.tween(star.scale).to( { x:2, y:2 }, 800, "Elastic.easeOut"); starRemoveTweenB = game.add.tween(star.scale).to( { x:0, y:0 }, 800, "Elastic"); starRemoveTweenA.chain(starRemoveTweenB); starRemoveTweenA.start(); //star.destroy(); //Hiding this to set a timer instead //Setting a timer game.time.events.add(2000, functionDestroy, this); } function functionDestroy (star) { star.destroy(); // This is where the console is reporting an issue } function update() {}
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