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crispin

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Everything posted by crispin

  1. I've been using `game.camera.onShakeComplete` for running functions after animations are complete, but each time it adds a new instance to be run. I've been using game.camera.shake(0.02, 250, true, Phaser.Camera.SHAKE_HORIZONTAL, true); game.camera.onShakeComplete.add(function(){runFunction()}, this) to run my code, but I just realised that this adds another function to be run each time, and I can't really have just one for the entire game because they need to do different things. My questions really boil down to: Can I have a callback per game.camera.shake or can I only have one global one? Can I clear game.camera.onShakeComeplete so I can add a new one each time? It's probably not that efficient but it'd work. Is there a way to pass arguments from game.camera.shake to the onShakeComplete so I can have a switch statament in there or something? Thanks.
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