Help: HTML5GameDevs: YuShaN

http://www.html5gamedevs.com/topic/18073-trouble-with-getfirstexists/

by chongdashu

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.4/phaser.js"></script>

JavaScript

BasicGame = {};

BasicGame.Game = function (game) {

    //	When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:

    this.game; //	a reference to the currently running game
    this.add; //	used to add sprites, text, groups, etc
    this.camera; //	a reference to the game camera
    this.cache; //	the game cache
    this.input; //	the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it)
    this.load; //	for preloading assets
    this.math; //	lots of useful common math operations
    this.sound; //	the sound manager - add a sound, play one, set-up markers, etc
    this.stage; //	the game stage
    this.time; //	the clock
    this.tweens; //	the tween manager
    this.world; //	the game world
    this.particles; //	the particle manager
    this.physics; //	the physics manager
    this.rnd; //	the repeatable random number generator
    //  You can use any of these from any function within this State.
    //  But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.
    this.background;
    this.player;
    this.playerBullet;
    this.playerBulletGroup;
    this.shoot;
    this.enemy;
    this.enemyGroup;
    this.cursors;
    this.bulletTimer = 0;
    this.enemyTimer;
    

};

BasicGame.Game.prototype = {

    preload: function () {
        function preload() {

            game.load.crossOrigin = 'anonymous';


        }
    },
    create: function () {

        // -- my own debug 
        
        console.log("in create(), this=%o", this);

        // Background
        background = this.game.add.tileSprite(0, 0, 500, 600, 'background');
        // Player
        this.player = this.game.add.sprite(300, 300, 'cirno');
        this.player.anchor.setTo(0.5, 0.5);
        this.game.physics.enable(this.player, Phaser.Physics.ARCADE);
        // Player BulletGroup
       ...