rich

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rich last won the day on August 3

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About rich

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  • Birthday 08/12/1975

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    http://www.photonstorm.com
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    richard.davey

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  1. Games developed in Phaser

    Wordtris is great!
  2. DropZone

    Because originally in the example the hit area wasn't the same size as the zone.
  3. Docs are what I'm currently working on, but we're yet to work out a powerful enough workflow. More R&D time required. They will be in before RC though. Not the August beta, but definitely the one following (in some form at least).
  4. Does VSCode use JSDocs to provide intellisense? If so then are you sure that isn't the reason why the Alpha fails? (because there aren't any JSDocs at all in the alpha, so it has nothing to show in the intellisense?)
  5. The Phaser 3 Wishlist Thread :)

    There are no TS defs yet. JSDocs will come first but even then we still need to find an easy way to manage the TS defs, because doing them by hand like in v2 was a royal pain in the ass, and automating them is a lot harder than it first appears.
  6. The Phaser 3 Wishlist Thread :)

    Then you'd have to do a typeof check every time a Game Objects position value is set and parseFloat it if a string. I dread to think what the cost of that would be in a typical game. To me, this feels like a feature very easily implemented yourself.
  7. The Phaser 3 Wishlist Thread :)

    We discussed automatically setting nearest on the tileset image but there are possible side-effects, for example, a tileset that is a frame in an atlas would set nearest on the entire atlas, not just the tileset (as it's a texture-wide setting), so it felt a bit too magical to do automatically. There is a pixelArt: true game config setting you can flip which would cover cases for pixel art games, but if you're doing a mixed media game then I think it's up to you to know to split assets into 'linear' and 'nearest' atlases, and set the scale modes accordingly.
  8. blurring tileset image in mobile devices problem

    Internally within the game code, how large is the canvas it's creating for the tilemap? Have you got something like a huge world set, or a large TileSprite, etc?
  9. blurring tileset image in mobile devices problem

    How large is the tileset? This usually happens when you try to load an image that is too big for the mobile device to cope with, so it down samples it to a smaller resolution.
  10. The Phaser 3 Wishlist Thread :)

    You can set the filter mode of a texture: var t = this.textures.get('key'); t.setFilter(mode); Where mode is 0 or 1. I wonder if maybe for tilemaps it ought to default to nearest though.
  11. Question about phaser

    Technically it could do this, but I would use something more suited for the task.
  12. Animation on multiple rows spritesheets

    The issue is that you said that sprite sheet frames are 129 x 129 pixels, but the sprite sheet itself does not fit evenly into these dimensions. It has a width of 1792 which / 129 = 13.8914, so when Phaser tries to chop the frames up based on the image width it can't do it evenly, so the frame IDs are all out of sync. I'd recommend fixing the sprite sheet so it evenly divides by 129.
  13. The Phaser 3 Wishlist Thread :)

    No, because how could it tell the difference between a percentage and a float?
  14. The Phaser 3 Wishlist Thread :)

    None of the old tilemap code will be used in v3 at all. You should submit your revised method to the Phaser CE project.
  15. The Phaser 3 Wishlist Thread :)

    I guess there is no autocompletion because there are no docs at all yet. Once we've started adding them I'd hope things will begin to fall in to place. Or at least as much as VS Code can ever accurately guess what it should be.