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  1. Greetings people smarter than myself. This is my first phaser self-guided exercise. I'm also very new to object oriented programming - and that may be the issue at hand. I have a single gamestate, "playgame", which has a placeTiles() function that I don't want to execute until a user clicks a "Begin" button. However, my code is not working as intended because the placeTiles() function is executing immediately upon loading. I think there is a fundamental concept that I'm missing. As you can see, I'm using preload, create, then some of my own - placetiles, showtile. Is it SOP for all of the functions inside playGame.prototype to run on initialization? If I don't want something running at that time, how do I prevent it or where should I move that block of code? Wouldn't it need to go within playGame somewhere? playGame.prototype = { myMoney: null, theEmpire: [], preload: function(){ game.stage.setBackgroundColor(0xEBEBFF); game.load.spritesheet("gadgets", "gadgets.png", tileSize, tileSize); }, create: function(){ // I've removed some code here where I create my background and color scheme // Create the Begin Button which should place the other tiles. var beginButton = game.add.button( 20,50,"gadgets",this.placeTiles(),this); beginButton.frame = 10; // There's a bunch more code here I've removed for this forum post */ }, placeTiles: function(){ for(var i=0; i < numCols; i++){ var serialButton = game.add.button( 250 * (i+1) , game.height/5 + (i*tileSpacing) , "gadgets" , this.showTile , this); serialButton.frame = i+1; serialButton.value = this.theEmpire[i]; }//i++ }, showTile: function(target){ //More functions, etc... },}; game.state.add("PlayGame", playGame); game.state.start("PlayGame"); };Any explanation or guidance would be most appreciated. Thank you for your time!