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Problem recycling objects.


Cutu
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Hey guys its me again, I'm having some issues recyling objects when calling the kill() method.

As you can see in the gif I call the kill() method after the player overlaps with the invisible blocks adding 1 point to the score. the problem is that when they're dead they respawn and stay on top of the screen and after the pool of invisible walls is over the game get stuck giving a "Cannot read property 'reset' of null" because they get stuck.

This is the code of the walls.

//Create

        this.walls = this.game.add.group();
        this.walls.enableBody = true;
        this.walls.createMultiple(250,"wall1");
        this.wallSpeed = 250;
        this.wallsDelay = 1000;
        
        this.timer = this.game.time.events.loop(this.wallsDelay, this.addWallRow, this);

//Update
this.game.physics.arcade.overlap(this.player, this.pointBlocks, (function(player,pointBlocks) { pointBlocks.body.enable = false;
pointBlocks.kill();
this.score += 0.5;
this.scoreText.setText(this.score.toString());
}).bind(this));

//And the create methods of the walls

addWall: function(x,y,immovable) {                
        
        if(immovable) {
            var wall = this.walls.getFirstDead();
        } else {
            var wall = this.pointBlocks.getFirstDead();
        }
        
        wall.reset(x,y);
        wall.body.velocity.y = this.wallSpeed;
        wall.body.immovable = immovable;
       
        wall.checkWorldBounds = true;
        wall.outOfBoundsKill = true;
        wall.events.onOutOfBounds.add((function() {wall.kill(); console.log(wall.exists);}).bind(this));
}

addWallRow: function() {
        
        this.wallSpeed += 5;
        
        var tilesNeeded = Math.ceil(this.game.world.width / this.wallWidth);
        
        var hole = Math.floor(Math.random() * (tilesNeeded - 3)) + 1;
        
        for(var i=0;i<tilesNeeded;i++) {
            if(i != hole && i != hole + 1) {
                this.addWall(i * this.wallWidth, 0, true);
            } else {
                this.addWall(i * this.wallWidth, 0, false);
            }
        }
}

I hope you guys can help me with this one! Thanks in advance! :)

GameTest.gif

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I have a game that I was working on a game a while back and I think you can reverse engineer my projectile code to do what you want
57be9e89546cad9dbdcbc4a7efd459fb.gif

9d41689df0a89cb4cedda2642cbbf056.gif

Player.prototype.createProjectile = function(weaponGroup, weaponType, options) {
  var projectile = false;
  var projectileType = weaponGroup.toUpperCase() + ':' + weaponType.toUpperCase();
  if (this._projectiles.indexOf(projectileType) != -1) {
    if (Object.keys(this.weapons[weaponGroup.toLowerCase()]).indexOf(weaponType.toLowerCase()) !== -1) {
      var group = options.group;

      projectile = group.getFirstDead();
      if (projectile === null) {
        projectile = new Projectile(this, options);
      }

      projectile.events.onKilled.add((function() {
        if (projectile.trail) {
          if (projectile.drunkTimer) {
            projectile.drunkTimer.stop();
          }
          projectile.trail.kill();
        }
        if (this.thrust) {
          this.thrust.kill();
          this.thrust.destroy();
        }
        projectile.destroy();
        projectile.options.group.remove(projectile);
      }).bind(projectile));

      projectile.options.group.add(projectile);
    }
  }
  return projectile;
};

 

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