1 decade ago by JackImpact
Hi All,
I am stucked with this.currentAnim.flip.x. very weird!
this.currentAnim.flip.x=this.flip; is working fine in init() but not in update();
when added in update(), it throws an error saying TypeError: 'undefined' is not an object (evaluating 'this.currentAnim.filp.x=this.flip')
no clue why this is happening...
what I am trying to do with this entity is to get the entity loop in a range, change vel.x and flip.x when hitting the boundary of the range.
I am stucked with this.currentAnim.flip.x. very weird!
this.currentAnim.flip.x=this.flip; is working fine in init() but not in update();
when added in update(), it throws an error saying TypeError: 'undefined' is not an object (evaluating 'this.currentAnim.filp.x=this.flip')
no clue why this is happening...
what I am trying to do with this entity is to get the entity loop in a range, change vel.x and flip.x when hitting the boundary of the range.
ig.module(
'game.entities.enemyHBDive'
)
.requires(
'impact.entity',
'game.entities.enemy'
)
.defines(function(){
EntityEnemyHBDive=EntityEnemy.extend({
animSheet: new ig.AnimationSheet( 'media/hamburglerDive.png', 135, 59 ),
name:'HBDive',
size: {x:135, y:59},
offset: {x: 0, y: 0},
vel:{x:20,y:0},
initialX:0,
initialY:0,
health:9,
fTimer: new ig.Timer(4),
friction:{x:0.1,y:0.1},
//checkAgainst: ig.Entity.TYPE.B,
type:ig.Entity.TYPE.B,
collides: ig.Entity.COLLIDES.PASSIVE,
bounciness: 1,
frozen:false,
zIndex:-201,
scale:{x:0.6,y:0.6},
FloatSpeed:0,
flip:false,
hDistance:100,
init: function( x, y, settings ) {
this.parent( x, y, settings );
this.addAnim( 'idle', 1, [0] );
this.addAnim( 'frozen', 1, [0] );
//this.addAnim( 'float', 0.07, [1,2,3,4] );
this.size.x=this.size.x*this.scale.x;
this.size.y=this.size.y*this.scale.y;
this.initialX=x;
this.initialY=y;
this.currentAnim.flip.x=this.flip;
},
// handleMovementTrace:function(res){
//this.parent(res);
//if(res.collision.x||res.collision.y){
// this.flip=!this.flip;
// this.currentAnim.flip.x=this.flip;
// }
//},
update:function(){
this.pos.y+=Math.cos(this.FloatSpeed)*0.1;
this.FloatSpeed+=Math.PI/180;
this.parent();
if(this.pos.x>this.initialX+this.hDistance||this.pos.x<this.initialX-this.hDistance){
this.vel.x=-this.vel.x;
if(this.flip==true){
this.flip=false;
}else if(this.flip==false){
this.flip=true;
}
this.currentAnim.filp.x=this.flip;
console.log(this.flip);
//
}
},
draw:function(){
this.parent();
}
});
});
