michaelcalkins Posted April 26, 2016 Share Posted April 26, 2016 I had this weird issue where originally I passed `this.platforms` first then `this.enemyBullets` into overlap or collide and the `collideCallback` would always pass the bullet as the first param regardless of the order I called with overlap or collide. this.enemyBullets is an array. this.platforms is a group. Idk if this is a bug or not but wondering if I was using it wrong. this.physics.arcade.overlap(this.enemyBullets, this.platforms, function(bullet) { bullet.kill() let ricochet = this.add.sprite(bullet.x, bullet.y - 15, 'ricochet') ricochet.scale.setTo(.17) ricochet.animations.add('collision', [0,1,2,3,4,5], 45, false, true) ricochet.animations.play('collision') ricochet.animations.currentAnim.killOnComplete = true emitBulletRemoved.call(this, { roomId: this.roomId, bulletId: bullet.bulletId }) }, null, this) Link to comment Share on other sites More sharing options...
Recommended Posts