Pass a property name as an argument to create group?

Recommended Posts

So I'm going about reducing the number of lines of code in a game I'm creating and I have several functions that are basically doing the same thing: adding a group to my game and proceeding to do a bunch of the same stuff to that group. So I figured I could just unify those instructions into one function and call it a bunch of times for the different groups, passing the name of the group as an argument like so:

doGroupStuff: function(groupName){

this.groupName = this.add.group();

//do other stuff to this group




Except that isn't quite working and I'm probably just being ignorant to something very basic I should know.
Can anyone help me?

Share this post

Link to post
Share on other sites

So, I've only had the chance to test this out today, (working on a ton of different projects in parallel for college sucks), and it works, but now I'm running into a different error: 

My function is taking a bunch of arguments to augment the group, creating multiple sprites, enabling physics, etc.

createSpriteGroup: function(groupName, physics, number, key, reward, dropRate, animated, delay) {
    this[groupName] = this.add.group();
    this[groupName].createMultiple(number, key);
      this[groupName].setAll('outOfBoundsKill', true);
      this[groupName].setAll('checkWorldBounds', true);
    this[groupName].setAll('anchor.x', 0.5);
    this[groupName].setAll('anchor.y', 0.5);
    this[groupName].setAll('reward', reward, false, false, 0, true);
    this[groupName].setAll('dropRate', dropRate, false, false, 0, true);
        unit.animations.add('fly', [0,1,2,0], 20, true);
        unit.animations.add('hit', [3,1,3,2,3], 20, false);
        }, this);
      this[groupName].resTime = delay;

I'm calling it like this: 

this.createSpriteGroup('enemyPool', true, 200, 'greenEnemy', BasicGame.ENEMY_REWARD, BasicGame.ENEMY_DROP_RATE, true, BasicGame.SPAWN_ENEMY_DELAY);

this.nextEnemyAt = 0; //also calling this, 

But when the game tries to access the sprites through:

spawnEnemies: function() {
    if (this.nextEnemyAt < this.time.now && this.enemyPool.countDead() > 0) {
      this.nextEnemyAt = this.time.now + this.enemyPool.resTime;
      var enemy = this.enemyPool.getFirstExists(false);
      enemy.reset(this.rnd.integerInRange(20, this.game.width - 20), 0, BasicGame.ENEMY_HEALTH);           //this line here
      enemy.body.velocity.y = this.rnd.integerInRange(BasicGame.ENEMY_MIN_Y_VELOCITY, BasicGame.ENEMY_MAX_Y_VELOCITY);

It's returning "Uncaught TypeError: Cannot read property 'velocity' of null" in the commented line.

Sorry for the ton of pasted code, 
Any insights?

Share this post

Link to post
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.

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.


  • Recently Browsing   0 members

    No registered users viewing this page.