ArmTwo Posted March 15, 2017 Report Share Posted March 15, 2017 Hi, I'm writing a class that extends Phaser.Weapon and i want that the method update() keep running, like this: class MissileWeapon extends Phaser.Weapon { constructor(game: Phaser.Game){ super(game, game.plugins); } update(){ /*this not execute*/ } } But it not running. If i add this "hack": class MissileWeapon extends Phaser.Weapon { constructor(game: Phaser.Game){ super(game, game.plugins); /*the hack*/ this.active = true; /*active plugin*/ this.hasUpdate = true; var test = game.plugins.add(Phaser.Weapon); /*Only for the game.plugins(PluginManager) start running*/ game.plugins.plugins.push(this); /*add my weapon in the PluginManager*/ } update(){ /*executing */ } } It seems that when extends of plugin Weapon, it not is added direct in the game.plugins (PluginManager), then the method update not executes. How could i make this without uses the "hack"? and i'm using Phaser version 2.6.2 thanks :-) Quote Link to comment Share on other sites More sharing options...
samme Posted March 15, 2017 Report Share Posted March 15, 2017 Weapons (and all Plugins) instantiate themselves but it's the PluginManager's job to add and activate them. You can imitate game.add.weapon: Phaser.GameObjectFactory.prototype.missileWeapon = function (quantity, key, frame, group) { var weapon = this.game.plugins.add(MissileWeapon); weapon.createBullets(quantity, key, frame, group); return weapon; }; // … game.add.missileWeapon(/*…*/); ArmTwo 1 Quote Link to comment Share on other sites More sharing options...
ArmTwo Posted March 16, 2017 Author Report Share Posted March 16, 2017 (edited) thanks @samme, works like a charm. I just has needed of add the method init(), because the constructor of the MissileWeapon receive two args. before: class MissileWeapon extends Phaser.Weapon { someVar: string; constructor(game: Phaser.Game, someVar: string){ super(game, game.plugins); this.someVar = someVar; /*the hack*/ this.active = true; /*active plugin*/ this.hasUpdate = true; var test = game.plugins.add(Phaser.Weapon); /*Only for the game.plugins(PluginManager) start running*/ game.plugins.plugins.push(this); /*add my weapon in the PluginManager*/ } } //level01.ts this.myMissileWeapon = new MissileWeapon(this.game, "something"); now: class MissileWeapon extends Phaser.Weapon { someVar: string; constructor(game: Phaser.Game, parent: Phaser.PluginManager){ super(game, game.plugins); } init(someVar: string){ this.someVar = someVar; } } //level01.ts this.myMissileWeapon = this.game.plugins.add(MissileWeapon, "something"); Edited March 16, 2017 by ArmTwo Quote Link to comment Share on other sites More sharing options...
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