Change object1, object2 after change follower image

Hi all,
Could anyone help me…

After running action in ‘pointerdown’ event (include the collide), I want to change the image follower of curve and also change the object1, object2 in collide .

here my full code,

class Scene extends Phaser.Scene {

constructor() {

    super("playGame")

}

preload () {

    this.load.image("bg", "assets/background.jpg");

    this.load.image("dubaiitem", "assets/dubai.png");

    this.load.image("nyitem", "assets/new-york.png");

    this.load.image("taipeiitem", "assets/taipei.png");

    this.load.image("parisitem", "assets/paris.png");

    this.load.image("target", "assets/globe.png");

    this.load.image("dubai", "assets/extra-menthol-dubai.png");

    this.load.image("paris", "assets/chill-menthol-paris.png");

    this.load.image("ny", "assets/fast-forward-purple-new-york.png");

    this.load.image("taipei", "assets/fast-forward-taipei.png");

    this.load.image("destroyed", "assets/splatter.png")

}

create () {

//background 

this.add.image(350,500,'bg')

// line

this.line = new Phaser.Geom.Line(50,250,650,250);

this.graphics = this.add.graphics({

    lineStyle: {

        width: 2, color: 0xffffff

    }

})

this.graphics.strokeLineShape(this.line);

//text score and time

this.add.text(50, 50, "SCORE", {font:"25px Nunito Sans", fill: "#ffff08"})

this.add.text(50, 80, "得分", {font:"25px Nunito Sans", fill: "#ffff08"})

this.add.text(150, 45, "0", {font:"65px Nunito Sans", fill: "#ffff08"})

this.add.text(500, 50, "TIME", {font:"25px Nunito Sans", fill: "#ffff08"})

this.add.text(500, 80, "倒计时", {font:"25px Nunito Sans", fill: "#ffff08"})

this.add.text(600, 45, "60", {font:"65px Nunito Sans", fill: "#ffff08"})

//sprite globe

this.container = this.add.container(game.config.width/2, 1080);

this.target = this.add.sprite(0, 0, 'target');

this.dubaiitem = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(0,0) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(0,0) - 90)), "dubaiitem" )

this.dubaiitem.setScale(1.5);

this.dubaiitem.setAngle(0);

this.dubaiitem.setOrigin(0.5,-0.05)

this.nyitem = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(45,45) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(45,45) - 90)), "nyitem" )

this.nyitem.setScale(1.5);

this.nyitem.setAngle(45);

this.nyitem.setOrigin(0.5,-0.05)

this.taipeiitem = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(90,90) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(90,90) - 90)), "taipeiitem" )

this.taipeiitem.setScale(1.5);

this.taipeiitem.setAngle(90);

this.taipeiitem.setOrigin(0.5,-0.05);

this.parisitem = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(135,135) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(135,135) - 90)), "parisitem" )

this.parisitem.setScale(1.5);

this.parisitem.setAngle(135);

this.parisitem.setOrigin(0.5,-0.05);

this.dubaiitem2 = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(180,180) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(180,180) - 90)), "dubaiitem" )

this.dubaiitem2.setScale(1.5);

this.dubaiitem2.setAngle(180);

this.dubaiitem2.setOrigin(0.5,-0.05)

this.nyitem2 = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(225,225) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(225,225) - 90)), "nyitem" )

this.nyitem2.setScale(1.5);

this.nyitem2.setAngle(225);

this.nyitem2.setOrigin(0.5,-0.05)

this.taipeiitem2 = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(270,270) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(270,270) - 90)), "taipeiitem" )

this.taipeiitem2.setScale(1.5);

this.taipeiitem2.setAngle(270);

this.taipeiitem2.setOrigin(0.5,-0.05);

this.parisitem2 = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(Phaser.Math.DegToRad( Phaser.Math.Between(315,315) - 90)), this.target.y + (this.target.width /2) * Math.sin(Phaser.Math.DegToRad( Phaser.Math.Between(315,315) - 90)), "parisitem" )

this.parisitem2.setScale(1.5);

this.parisitem2.setAngle(315);

this.parisitem2.setOrigin(0.5,-0.05);

this.container.add(this.target);

this.container.add(this.dubaiitem);

this.container.add(this.nyitem);

this.container.add(this.taipeiitem);

this.container.add(this.parisitem);

this.container.add(this.dubaiitem2);

this.container.add(this.nyitem2);

this.container.add(this.taipeiitem2);

this.container.add(this.parisitem2);

this.tweens.add({

    targets: this.container,

    angle: 360,

    duration: 6000,

    repeat: -1,

});

//path

this.curve = new Phaser.Curves.Line(new Phaser.Math.Vector2(50,250), new Phaser.Math.Vector2(550,250));

this.graphics = this.add.graphics();

this.graphics.lineStyle(2, 0xffffff, 1);

this.curve.draw(this.graphics);

this.dubai = this.add.follower(this.curve, 100, 250, 'dubai');

this.dubai.startFollow({

    duration: 5000,

    yoyo: true,

    repeat: -1,

})

this.input.on('pointerdown', function (pointer) {

    this.tweens.add({

        targets: this.dubai,

        y: { value: 3000, duration: 1500}

    });

    //collision

    this.physics.add.existing(this.dubai)

    this.physics.add.existing(this.dubaiitem)

    this.physics.add.existing(this.dubaiitem2)

    this.dubaicol = this.physics.add.collide(this.dubaiitem, this.dubai, this.onCollideHandler, null, this)

    this.dubaicol2 = this.physics.add.collide(this.dubaiitem2, this.dubai, this.onCollideHandler, null, this)

}, this);

}

onCollideHandler () {

    console.log('oke')

    this.destroyed = this.add.sprite(game.config.width/2, 800, "destroyed" );

    this.tweens.add({

        targets: this.destroyed,

        y: { value: 3000, duration: 1500}

    })

}

update () {

}

}

No clue at all, but can you whittle this down?