Search the Community
Showing results for tags 'getChildIndex'.
-
I've been working on a prototype for the last few weeks using Phaser v2.2.2 with moderate success. Earlier this week I decided it was probably time to update Phaser to keep current. Everything went relatively smoothly except for this one issue I've been dealing with since. Before posting here, I did as much research as I could to see if any breaking changes had come with this new version regarding groups and sprites. I didn't see anything in the release notes, nor did I see any changes in the code when I looked. So I'm hoping someone with more insight could help me out here. In a loop, I'm adding invisible sprites to a group, with coordinates surrounding another sprite: var sprite = this._tile_collisions.create(position.x, position.y);sprite.valid = true;sprite.height = 50;sprite.width = 50;sprite.inputEnabled = true;sprite.events.onInputDown.add(this._canMoveToTile, this);this._game.physics.arcade.enable(sprite);this._tile_collisions.add(sprite);And then in an update method I'm checking for overlap with another group: this._game.physics.arcade.overlap( collisions, this._tile_collisions, function (collider, tile) { // I cannot get the index of this child var index = this._tile_collisions.getChildIndex(tile); }, null, this);I should probably mention that the onInputDown event on the sprite removes the children from the group (using removeChildren()), tweens the player sprite to a new position, and then adds new sprites to the group. When create() is called for the first time, things run fine. However, after that sprite movement everything falls apart. Error: The supplied DisplayObject must be a child of the callerThis used to work beautifully until I upgraded. So my question is: has something changed that I'm not aware of that should alter the way I'm writing this? If so, how can I get this overlap to work?Any help is greatly appreciated, and if I need to give more details just let me know.
- 1 reply
-
- 2.4.2
- getChildIndex
-
(and 1 more)
Tagged with: