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About jorbascrumps

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  1. Thank you for the detailed response, @Telinc1! I've been doing some digging and came across this Labs example which does what I need. Following that example I've been able to remove a Tile's body with `tile.physics.matterBody.destroy()`. However, for some reason despite having Tiles underneath the one I've removed, my player falls right through. My assumption at this point is that it's something wrong with how I've setup my character..
  2. There's a fairly in-depth tutorial in this dev log about creating custom builds.
  3. Right, but it doesn't seem like it's respecting the size that I've set (ie, one larger than the camera's viewport but still within its bounds).
  4. To see what I mean, you can add the following to this Labs example: this.add.renderTexture(0, 0, 720 * 2, 600) .draw(player, 790, 100); The crate should be cutoff. Note how the RenderTexture is the size of the camera bounds, which is more than the game size.
  5. Try moving `this.scene.start("menu");` to `create` in SceneA.
  6. My current setup has the camera follow a player-controlled Sprite using `startFollow`. The RenderTexture is the size of the level with only a portion of the level viewable at any time. When the camera moves with the player, the edges of the RenderTexture become visible.
  7. Hi all, I've used Phaser.Physics.Matter.World#convertTilemapLayer to create physics bodies for tiles in my Tilemap. This is working beautifully 👌What I'm wondering now is how can I update the world after updates to the Tilemap (say, addition or removal of a Tile)? Thanks
  8. Hi all, I admit I may be misunderstanding how this is supposed to work, but I can't seem to make a RenderTexture that's larger than the game size. For example, if I define my game as being 800x600 and then create a RenderTexture that's 900x700, then anything drawn outside 800x600 won't render. Can anyone shed some light on this, please? Thanks EDIT: Refer to this comment for demonstration of issue.
  9. RenderTexture is definitely the way to go. Checkout this labs example.
  10. Thanks for offering to help, I appreciate it. Honestly, I think this can be considered resolved. I'd still love to hear anyone else's approach, though.
  11. The biggest mistake I made was applying force instead of setting velocity. Once I did that, the sliding stopped. It still doesn't feel quite right when I play test it, but I'll tweak it. The overlap detection you mentioned, is that available in Matter or just Arcade?
  12. Hi all, I'm looking for some advice/ pointers on how to best go about creating ladders with Matter physics. At the moment, I'm adding a sensor for each ladder tile and then setting a flag on collision. If the player has this flag set and presses up (or down), I apply a force to the body in the desired direction. It doesn't feel like a very robust solution and the player tends to slide around. Is there a better way to handle this? Thanks