Jump to content

Search the Community

Showing results for tags 'sprite.call'.

  • 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
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

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. Hello, recently I found code that is defining objects inheriting from Phaser.Sprite (if I google'd it and understood correctly). Can someone explain a little more about Phaser.Sprite.call() function? I haven't found it anywhere in docs. Also, what are the possible parameters? I found an example of code on some flappy bird tutorial : Pipe = function (game, x, y, speed) { Phaser.Sprite.call(this, game, x, y, "pipe"); game.physics.enable(this, Phaser.Physics.ARCADE, this); this.body.velocity.x = speed; this.giveScore = true; }; Pipe.prototype = Object.create(Phaser.Spr
×
×
  • Create New...