MichelF Posted December 8, 2019 Share Posted December 8, 2019 // Flash player red let tintTween = this.tweens.add({ targets: this.player, duration: 200, tint: 0xff0000, callbackScope: this, onComplete: function(tween, sprites) { // Return to original color this.player.clearTint(); } }); This code is making my player sprite flash black and go back to normal, why is it not flashing red? Link to comment Share on other sites More sharing options...
piotr Posted February 8, 2021 Share Posted February 8, 2021 You can't set the tint directly like this. What I do is takeDamage() { flashColor(0xFF0000); } flashColor(color) { this.setTint(color); this.scene.time.addEvent({ delay: 200, callback: function(){ this.clearTint(); }, callbackScope: this, }); } Here's one example of how to achieve it: https://phaser.discourse.group/t/how-phaser-can-make-a-flashing-animation-of-sprite/1503/4 Here's a more advanced one: Link to comment Share on other sites More sharing options...
Micahel Smith Posted May 26, 2021 Share Posted May 26, 2021 Is there a way to break a Phaser 3 project down into multiple files for objects (Player.js, Enemy,js) and scenes (Boot.js, Game.js...) while using ES6 classes but without Node.js, Webpack and so on? All the templates I found rely on some additional app and I'd like to avoid using them. Starting with Phaser 3 has been way more complicated than starting with Phaser 2 years ago. By Setting up all those dependencies and debugging them has been a huge time sink and they still don't work to my great frustration. In Phaser 2 it was a matter of linking all the files in the main HTML file via the <script src="..."></script> tag in the right order, and adding all the states to the global game object. I appreciate it wasn't ideal but it was simple. Michaelbest wow gaming keyboards Link to comment Share on other sites More sharing options...
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