1 decade ago by fjorko
Im completely new to this been trying to figure out how to remove an Entity with a key input then respawn it in a few seconds. Anyone got a clue?
Currently tinkering with the coin from the jumpNrun demo with collision set to FIXED. Only managed to kill it so far :)
Currently tinkering with the coin from the jumpNrun demo with collision set to FIXED. Only managed to kill it so far :)
ig.module(
'game.entities.coin'
)
.requires(
'impact.entity'
)
.defines(function(){
EntityCoin = ig.Entity.extend({
size: {x: 36, y: 36},
type: ig.Entity.TYPE.NONE,
checkAgainst: ig.Entity.TYPE.A, // Check against friendly
collides: ig.Entity.COLLIDES.FIXED,
animSheet: new ig.AnimationSheet( 'media/coin.png', 36, 36 ),
sfxCollect: new ig.Sound( 'media/sounds/coin.*' ),
init: function( x, y, settings ) {
this.parent( x, y, settings );
this.addAnim( 'idle', 0.1, [0,0,0,0,0,0,0,0,0,1,2] );
},
update: function() {
if( ig.input.state('a') ) {
this.kill();
}
// Do nothing in this update function; don't even call this.parent().
// The coin just sits there, isn't affected by gravity and doesn't move.
// We still have to update the animation, though. This is normally done
// in the .parent() update:
this.currentAnim.update();
},
check: function( other ) {
// The instanceof should always be true, since the player is
// the only entity with TYPE.A - and we only check against A.
if( other instanceof EntityPlayer ) {
other.giveCoins(1);
this.sfxCollect.play();
}
}
});
});
