CyborgNachte Posted February 18, 2018 Share Posted February 18, 2018 Hey there! I was wondering how you stop all animations in a sprite group when clicking one of them. I can't seem to get it to work. Heres my code that deals with it: function create(){ cardPack = game.add.group(); cardPack.create(game.world.centerX - 250, game.world.centerY, 'card'); cardPack.create(game.world.centerX - 75, game.world.centerY, 'card'); cardPack.create(game.world.centerX + 100, game.world.centerY, 'card'); cardPack.callAll('animations.add', 'animations', 'flip', [0,1,2,3], 12, true); cardPack.callAll('play', null, 'flip'); cardPack.setAll('inputEnabled', true); cardPack.setAll('input.useHandCursor', true); cardPack.setAll('events.onInputDown.addOnce', stopAnimation, this); cardPack.setAll('input.priorityID', 1); } function stopAnimation(){ cardPack.callAll('animations.stop', 'animations', null, true); } Is the error in the callAll for the animation stop or in the setAlll for event onInputDown? I've tried manipulating both and looking for examples for this but I'm coming up empty handed or just not searching correctly. Link to comment Share on other sites More sharing options...
CyborgNachte Posted February 19, 2018 Author Share Posted February 19, 2018 Ah, I solved it myself, thanks to catching the difference in this example: https://phaser.io/examples/v2/groups/call-all-input this line : cardPack.setAll('events.onInputDown.addOnce', stopAnimation, this); Should read: cardPack.callAll('events.onInputDown.addOnce', 'events.onInputDown', stopAnimation); In case anybody else ends up with this confusion. Link to comment Share on other sites More sharing options...
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