Pietari Posted April 7, 2016 Share Posted April 7, 2016 Is there a way to check if a sprite is already added? for example check if a player and a enemy overlap if they do, then it would add a sprite somewhere on the screen but since this should propably be in the update function, only add the sprite once and not like 1 every millisecond. Link to comment Share on other sites More sharing options...
VitaZheltyakov Posted April 7, 2016 Share Posted April 7, 2016 if (typeof sprite !== "undefined") Link to comment Share on other sites More sharing options...
drhayes Posted April 7, 2016 Share Posted April 7, 2016 Pretty sure what Vita is saying is store the sprite in a variable somewhere and check if that variable is undefined or not before adding it again. If it's around but "alive === false", you can ".revive()" it to get it back. Link to comment Share on other sites More sharing options...
Pietari Posted April 7, 2016 Author Share Posted April 7, 2016 10 hours ago, VitaZheltyakov said: if (typeof sprite !== "undefined") 1 hour ago, drhayes said: Pretty sure what Vita is saying is store the sprite in a variable somewhere and check if that variable is undefined or not before adding it again. If it's around but "alive === false", you can ".revive()" it to get it back. Is there a way to check if this is undefined, then add the image, and then move it on the y axis? i tried it but for some reason i couldn't get the arcade physics working with this in there. Also for some reason it didn't add the sprite at all. Can you help me?. I tried this: if(game.physics.arcade.distanceBetween(player, enemy) < 60) { sprite.body.velocity.y = 2 } if(game.physics.arcade.distanceBetween(player, enemy) < 80) { if (typeof sprite !== "undefined") { sprite = game.add.sprite(498, 110, 'sprite') game.physics.enable(sprite, Phaser.Physics.ARCADE) game.physics.arcade.enable(sprite) } } Link to comment Share on other sites More sharing options...
Recommended Posts