Reputation: 33
I'm making a game with Haxe and the HaxeFlixel game engine, and I'm implementing collisions.
I found a way to check for collisions in the HaxeFlixel cheat sheet:
FlxG.overlap(ObjectOrGroup1, ObjectOrGroup2, myCallback);
private function myCallback(Object1:FlxObject, Object2:FlxObject):Void
{
}
But I don't like this style because the callback is separated from the function call. I would prefer this:
FlxG.overlap(ObjectOrGroup1, ObjectOrgroup2, function() {
//do something
});
I saw this style in JavaScript, but I don't know exactly what it is. Is this possible in Haxe?
And I need this code like this:
if (FlxG.collide(Object1, Object2)) {
//do something
}
It must return the value (true
or false
) and it processed by if statement.
Upvotes: 2
Views: 458
Reputation: 34148
Your code snippet for the anonymous function is almost correct, but the callback function for FlxG.overlap()
expects two arguments (the objects that collided). Try this:
FlxG.overlap(ObjectOrGroup1, ObjectOrGroup2, function(object1:FlxObject, object2:FlxObject) {
// do something with object1 and object2
});
Upvotes: 3