Game Development Reference
In-Depth Information
Figure 8-2. EaselJS online documentation with uninherited attributes listed in bold
You can further extend EaselJS classes yourself by using inheritance. As previously mentioned, you've come close
to this already by injecting custom attributes to display objects as you instantiate them. The following is a reminder of
how you've done this so far:
var orb = new createjs.Shape();
orb.graphics.beginFill('blue').drawCircle(0,0,20);
orb.points = 4;
orb.die = function(){
createjs.Tween.get(this).to({alpha:0},100).call(function(e){
stage.removeChild(this);
});
}
stage.addChild(orb);
This example creates a shape object named orb . It then proceeds to add extra behavior to the object that will
pertain to the game play. The points property and die method are not part of the Shape class, but by dynamically
injecting them into the instance, they are now accessible through the orb object.
someScore += orb.points;
orb.die();
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