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On Click Sprite Not Working (array)


jjwallace
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for (var i = 0; i < 40; i++){
            if(Math.floor((Math.random() * 4) + 1) == 3){
                fishyitem = 0;
                fishy = this.add.sprite(this.world.randomX, this.world.randomY, 'egg1');
                fishy.scale.set(0.2 + (0.03 * Math.floor((Math.random() * 10) + 1)));
                fishy.angle = -180 + Math.floor((Math.random() * 360) + 1);
                fishySpeed = 0;
                fishy.inputEnabled = true;
                fishy.input.useHandCursor = true; //if you want a hand cursor
                fishy.events.onInputOver.add(listenerClick, this); //<------------------------------------------------------

 

 

and the button

listenerClick: function (sprite, pointer) {
        fishyitem = 10;
        fishy.loadTexture = 'fish1';
    },

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fishy is out of scope when your event listener fires. However, you'll notice that you are passed an argument called sprite in that event listener. Try using that instead.

listenerClick: function (sprite, pointer) {
        sprite.fishyitem = 10;
        sprite.loadTexture('fish1');
    },

loadTexture is a function. I've fixed that for you in the code snippet I've provided.

It also looks like you just want fishyitem and fishSpeed to be properties of each fishy. You'll need to hold a reference to each variable in each fishy. Something like this:

fishy.fishyitem = 0;
fishy.fishySpeed = 0;

If you decide to go that route, the event listener I provided takes that into account as well.

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