so I can find a list of coins onscreen by using the line:- let _coins = this.scene().find('coin'); which returns a list of [object.entity]'s which is GREAT BUT if i pop that array into a 'for loop' to signal each coin onscreen (in this case to activate a 'remove' node) then the subsequent loop takes place over one frame....which doesn't look grerat and crashes the player if the signal triggers a spawn or any sort of animation. (say the coin disappears with a flash) im guessing this is a simple system overload and i need to delay the signals by a few frames to allow the game to perform the tasks and not flip out. Question. 1)How can I separate/delay the actions of a 'for loop' over multiple frames? 2) can anyone tell me the code for accessing individual objects within an array so that i could manually build a loop within the update function? thanks in advance. again this has had me stumped for a week or so now....im out of ideas.
Actually, quite by chance i found the answer just hours after writing this post. I can manually reference an array's instance by putting [] after the variable. i linked that [instance number] to an incaramenting vaiable and i was away. pretty coins disappearing. Im learning javascript as i go along so this is a pretty big deal for me. Do i know how to party or WHAT?!