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(); } }); });