rtlehr Posted December 19, 2014 Share Posted December 19, 2014 Just found something that I thought was odd because I do not see anything in the docs about this... When I revive a dead sprite using the code belowGame.world.prototype.reviveEnemy = function(reviveMe) { //Revive the enemy reviveMe.revive(); //set the health of the enemy ship reviveMe.health = 200; //Move the enemy to the location of the mother ship reviveMe.reset(this.level.mothership.x, this.level.mothership.y); };The health of the sprite gets set back to 1 after the reset function is called. This stumped me for a little while because the documentation only says that reset "Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass." Once I did changed things around, see below, everything worked the way I wanted.Game.world.prototype.reviveEnemy = function(reviveMe) { //Revive the enemy reviveMe.revive(); //Move the enemy to the location of the mother ship reviveMe.reset(this.level.mothership.x, this.level.mothership.y); //set the health of the enemy ship reviveMe.health = 200; };I did not know if this was a bug, or if the reset function, resets EVERYTHING for the sprite. If it's the latter then maybe the docs can be updated. Just a thought. Thanks,Ross Link to comment Share on other sites More sharing options...
rich Posted December 19, 2014 Share Posted December 19, 2014 Look at the 3rd parameter of reset: http://docs.phaser.io/Phaser.Sprite.html#reset Link to comment Share on other sites More sharing options...
rtlehr Posted December 19, 2014 Author Share Posted December 19, 2014 Oh.... I was looking at the "reset" under "Phaser.Physics.P2.Body" Just saved a line of code... Thanks! Link to comment Share on other sites More sharing options...
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