SamuSan Posted August 9, 2017 Share Posted August 9, 2017 Hi all, I am developing a simple 2D game with PIXI js and have created an FSM that controls game flow at a high level. During some of the transitions between game states it would be desirable to have some animations in the game halt while others continue on or change. I have read the docs for PIXI.ticker.Ticker and my proposed solution was to use the remove function as outlined below. This is the most basic example I can give. class SomeState extends State { constructor(game){ //does some stuff with the passed in game } enter(){ //attach some animation loops to the app ticker this.game.app.ticker.add(this.game.someAwesomeFunction.bind(this.game)); } //...a bunch of things to do with updating a state etc exit(){ //Here I would like to essentially pause a subset of the animation loops attached in the enter //function like so: this.game.app.ticker.remove(this.game.someAwesomeFunction); //This doesn't behave as expected sadly, the function is not removed from the ticker and just //continues on like nothing happened } } I have observed the function signature being passed to `remove` and it matches the signature being passed to `add`. Has anyone got any ideas as to why I am unable to remove a listener instance from the game ticker? Or in fact have an opinion on this approach in general, may I am barking up the wrong tree. Thank you in advance! Quote Link to comment Share on other sites More sharing options...
themoonrat Posted August 9, 2017 Share Posted August 9, 2017 Since you're doing this within a class, try adding the context as a second parameter when adding and removing with the ticker. So this.game.app.ticker.add(this._someAwesomeFunction, this); Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted August 9, 2017 Share Posted August 9, 2017 Where is "someAwesomeFunction" defined anyway? Quote Link to comment Share on other sites More sharing options...
SamuSan Posted August 9, 2017 Author Share Posted August 9, 2017 @ivan.popelyshevI have updated my code example to be explicit. I am binding to the game in the add function and have tried a few different variations of binding in the remove function without any luck. Quote Link to comment Share on other sites More sharing options...
Taz Posted August 9, 2017 Share Posted August 9, 2017 Try caching the return value from bind(). Calling it twice is creating two separate functions maybe, one function that's passed to add() and a separate function that's passed to remove(). Or don't use bind() and pass the context instead like @themoonrat said. Either way should work since you'll be passing the same parameter/s to add() and remove(). -edit: that last line's more clear now I think;) "The bind() method creates a new function," referenced from Mozilla MDN Docs Quote Link to comment Share on other sites More sharing options...
SamuSan Posted August 9, 2017 Author Share Posted August 9, 2017 3 minutes ago, magig said: Try caching the return value from bind(). Calling it twice is creating two separate functions maybe, one function that's passed to add() and a separate function that's passed to remove(). Or don't use bind() and pass the context instead like @themoonrat said. Either should work I think since the parameter/s to add() and remove() will be the same using either method. "The bind() method creates a new function," referenced from Mozilla MDN Docs Oh! I get you, that is a pretty hilarious gotcha. I see what @themoonrat was speaking to now, I had no idea that bind would do that, I guess it makes sense in terms of partial application but is definitely not what I was going for here. I will try that out tonight and see if I have any luck. Thank you both! Quote Link to comment Share on other sites More sharing options...
SamuSan Posted August 10, 2017 Author Share Posted August 10, 2017 Success! Thank you so much @magig @themoonrat for your help and being a rubber ducky. I feel a bit stupid now lol. For anyone who has a similar problem: class SomeState extends State { constructor(game){ //does some stuff with the passed in game } enter(){ //attach some animation loops to the app ticker //this.game.app.ticker.add(this.game.someAwesomeFunction.bind(this.game)); // ^^^^ This creates a copy of the function ^^^^^ Thus when removing it there is no reference to //use to find it. Prefer: this.game.app.ticker.add(this.game.someAwesomeFunction, this.game); } //...a bunch of things to do with updating a state etc exit(){ this.game.app.ticker.remove(this.game.someAwesomeFunction, this.game); // Passing the correct context here allows the ticker to find the correct function for removal. } } Taz and themoonrat 2 Quote Link to comment Share on other sites More sharing options...
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