splintercell9dev Posted March 24, 2020 Share Posted March 24, 2020 I have one array having 3 phaser groups as follows code:1 exp_s = game.add.group() ; exp_s.physicsBodyType = Phaser.Physics.ARCADE ; exp_s.enableBody = true ; exp_s.scale.setTo(0.9) ; exp_m = game.add.group() ; exp_m.physicsBodyType = Phaser.Physics.ARCADE ; exp_m.enableBody = true ; exp_m.scale.setTo(0.7) ; exp_l = game.add.group() ; exp_l.physicsBodyType = Phaser.Physics.ARCADE ; exp_l.enableBody = true ; exp_l.scale.setTo(0.5) ; em_group.push(exp_s,exp_m,exp_l) ; added animations as follows: code:2 em_group.forEach((group,index)=> { group.callAll('animations.add','animations', `blink${index+1}`, [0,1,2], 10, true) ; group.callAll('animations.play', 'animations', `blink${index+1}`) ; }) ; now inside a loop event i'm creating meteors using : meteor = em_group[index].create(xpos,-150,sprite_alias,0) ; here sprite_alias is the id given to the spritesheet of meteors. But when meteors are created in game, animation is not starting. but if i use code 2 in loop event it will start animation but so many animation calls are reducing the performance of my game. Pls help to fix this problem. Link to comment Share on other sites More sharing options...
Recommended Posts