vmars316 Posted January 27, 2016 Share Posted January 27, 2016 Hello & Thanks , I have 2 images (actually 4 in final code) named thruth01sprite and thruth02sprite . Rather than duplicate this code , I would like to group them: Quote if (truth02sprite.x > worldBoundsWidth) { truth02sprite.scale.setTo(-1, 1); truth02sprite.body.velocity.x = -100; // truth02sprite.body.x = 50; score ++; scoreText.text = 'Score : ' + score; } if (truth02sprite.x < 0) { truth02sprite.scale.setTo(1, 1); truth02sprite.body.velocity.x = +100; // truth02sprite.body.x = 50; score ++; scoreText.text = 'Score : ' + score; } But I'm not having much luck in writing the group code: // All 40 of them bullets.createMultiple(10, 'bullet'); // bullet becomes bullets bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); // bullets.body.velocity.y = -300; // bullets.body.acceleration.y = -300; // All 4 of them okGuys.createMultiple(2, ('truth01sprite','truth02sprite')); // truth01sprite becomes okGuys okGuys.setAll('anchor.x', 0.5); okGuys.setAll('anchor.y', 0.5); The bullets code works fine , but the okGuys no go . Pls, how can I do this properly ? Thanks Link to comment Share on other sites More sharing options...
drhayes Posted January 27, 2016 Share Posted January 27, 2016 2 hours ago, vmars316 said: okGuys.createMultiple(2, ('truth01sprite','truth02sprite')); That part that goes "('truth01sprite', 'truth02sprite')" is not really a thing in JavaScript. Or, at least, it's not doing what you want. You probably want to just call "okGuys.create" twice with the different sprite keys and then start calling all the setAll things. Link to comment Share on other sites More sharing options...
vmars316 Posted January 28, 2016 Author Share Posted January 28, 2016 ok ,Thanks Link to comment Share on other sites More sharing options...
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