Jump to content

Using for loop to add existing objects


chunkmighty
 Share

Recommended Posts

What I am trying to do is spawn 3 of these objects and give them some sort of collision independently. I tried doing collision on the group like this but it did not work. It seemed to work spawn the 3 objects but the collision only works with the last object in the row

 
        this.boneGroup = this.game.add.group();        for (var i = 0; i < 3; i++) {            this.bone = new Bone(this.game, 1200, 200, 0);            this.game.add.existing(this.bone);            this.boneGroup.add(this.bone);        }In my updatethis.game.physics.arcade.overlap(this.player, this.boneGroup, this.boneCollide);
 
So my next thought was to try and give each bone object a unique name so I could assign collision independently but I get errors:
 
Uncaught TypeError: Cannot set property '0' of undefinedgame.js:293 Play.addBonephaser.js:37163 Phaser.Timer.updatephaser.js:36670 Phaser.Time.updatephaser.js:18663 Phaser.Game.updatephaser.js:32700 Phaser.RequestAnimationFrame.updateRAFphaser.js:32686 Phaser.RequestAnimationFrame.start._onLoop

 

 

        this.boneGroup = this.game.add.group();        for (var i = 0; i < 3; i++) {            this.bone[i] = new Bone(this.game, 1200, 200, 0);            this.game.add.existing(this.bone[i]);            this.boneGroup.add(this.bone[i]);        }        this.boneGroup.forEach(function(item) {            this.game.physics.arcade.overlap(this.player, item, this.boneCollide);            this.boneCount += 1;        }, this);

Any thoughts? I apologize in advance for my less than great js skills as I am really just an artist trying to make his own game :)

 

Thanks!

Link to comment
Share on other sites

Could you explain a little more what exactly you're trying to make happen? Do you want to do something different with each one when they collide? If so, you should add your bones to a single group, check collision against that group and put your logic to determine what happens to each one individually inside the this.boneCollide callback, something like this:

create: function() {  this.boneGroup = this.game.add.group();  // Use a temporary var rather than a property, as we'll not be using it after this function  var tmpBone;   for (var i = 0; i < 3; i++) {    tmpBone = new Bone(this.game, 1200, 200, 0);    // Give each bone a number we can check for later    tmpBone.id = i;    // Add the bone straight to the group, no need to add it to the game    this.boneGroup.add(this.bone);  }},update: function () {  // Check for overlaps against all bones  this.game.physics.arcade.overlap(this.player, this.boneGroup, this.boneCollide);},boneCollide: function(player, bone) {  if (bone.id === 0) {    // This is bone 0, do something specific to this bone  }  else if (bone.id === 1) {    // This is bone 1, do something else  }  else if (bone.id === 2) {    // Bone 3 checking in!  }  else {    // This shouldn't be called, but let's keep it here anyway just in case!  }}
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...