Utilizing the variables defined in the create function within the update function of Phaser 3

I'm facing an issue in my game where I can't access a variable that I declared in the create function when trying to use it in the update function. Here is a snippet of what I'm trying to achieve:

create()
    {
       const map = this.make.tilemap({ key: 'mainmap' })
       const tileset = map.addTilesetImage('Serene_Village_16x16', 'tiles', 16, 16, 1, 2)

       const Next1 = map.createLayer('Next', tileset)

update(t: number, dt: number){       
        
    this.physics.world.collide(this.faune, Next1, ()=>{
        console.log("testing")
        this.scene.stop(),
        this.scene.start('secondmap');
        });

The problem here is that I'm unable to access 'Next1' in order to use it for collision detection with my player character "faune". The error message I get says "Cannot find name 'Next1'. If anyone has any suggestions on how to deal with this situation in Phaser, I would greatly appreciate it.

Thanks, arthur

Answer №1

The issue arises from the fact that you are defining the function Next1 within the create function and then attempting to access it in the update function.
To resolve this, you could define a property within the create function, like so:

this.next1 = map.createLayer('Next', tileset)

In the update function, you can utilize it as follows:

this.physics.world.collide(this.faune, this.next1, () => { 
    // ...
});

To prevent any compiler errors, particularly when using TypeScript, you need to include the property in the class definition.

class myScene extends Phaser.Scene {
    // Use the appropriate data type if known
    public next1:any; 
    ...
}

Alternatively, you can relocate the this.physics ... code back into the create function.

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