metalNumb Posted November 21, 2014 Share Posted November 21, 2014 Hey everyone ! So i have a simple logic that i want to implement in my game,i have these two timers in the create function that are supposed to spawnEnemies or spawn energyCapsules.enemyTimer = this.time.events.loop(Phaser.Timer.SECOND * 0.5, spawnEnemy,this) ;energyTimer = this.time.events.loop(Phaser.Timer.SECOND * 0.5, spawnEnergyCapsule,this) ;So if both are enabled at the same time (Which is not what i intend to make), they work just fine.what i want to do is, i have a state variable, a flag if you want, named it energyFull, that when the player collects enough capsules, enemies will start being spawned, and energyCapsules will stop being spawned. So i need the following...1- The game starts, the energyTimer starts, while enemyTimer stopped. 2- When enough energyCapsules are collected,energyFull=true,then pause energyTimer and start enemyTimer to start spawning enemies. 3- Using another timer that counts for 10 seconds for example, after which all energy is lost, the energyFull = false and the reverse happens ( no enemies, more capsules ). I tried using enemyTimer.pause() or destroy() as i have seen in another forum topic, specifically this one... http://www.html5gamedevs.com/topic/7202-pausing-and-resuming-timer/ but for me they don't work at all, Help please. Thank you. Link to comment Share on other sites More sharing options...
rvizcaino Posted November 21, 2014 Share Posted November 21, 2014 Hi, what I do is this: //Define timerthis.myTimer = this.game.time.create(false);//Define add, loop or repeat and callbackthis.myTimer.loop(3000, this.myCallback, this);//Start timerthis.myTimer.start();//Pause the timerthis.myTimer.pause(); sifon and metalNumb 2 Link to comment Share on other sites More sharing options...
metalNumb Posted November 22, 2014 Author Share Posted November 22, 2014 It worked like a charm,thank you SO MUCH ! Link to comment Share on other sites More sharing options...
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