hexus

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    hex72

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  1. Get already loaded json file from atlasJSONHash

    Yeah, that seems to be the case. I've tried to do this before, I think (or something similar) and realised that the actual JSON was discarded by the loader. As such, I just provided the data I needed separately and I explicitly load it as a JSON file so I can retrieve it from the cache later. This is what I'd suggest for you, @geros. Load your extra data for the atlas separately and match it up once everything has loaded. Edit: Sorry for the necro, I misread the dates. This was brought up in the Phaser Slack.
  2. Phaser Arcade Slopes Plugin

    v0.3.0 is now a thing, with less features than intended because I just wanted to get the new collision handling out there. It now makes smarter use of the SAT algorithm to avoid unwanted collisions. The old, flaky heuristics are a thing of the past. It should also be less memory hungry. No more calls to .clone() on SAT response objects or vectors. They're all pooled now, with use of .copy() instead. In my own game development, I also found issues with the consistency of the response objects when unwanted collisions were ignored. This should now no longer be an issue. I discovered this when I used the collision vectors to rotate a player sprite (a feature that will be built in to the plugin at some point).
  3. Phaser Arcade Slopes Plugin

    Thanks! Yeah, actually, quite a good idea so far. I'll be removing the heuristics in place of smarter use of the SAT algorithm (this has already been done) Memory consumption improvements (mostly already done) There will be solutions implemented to help avoid tunnelling (such as swept intersection tests) There may be a built in raycaster for line intersection tests against tilemaps Auto-rotation for sprites based on collision vectors, optionally restricted to a range of angles For more, you can check out the roadmap. Whenever I get an idea for something that I'm pretty confident I want to implement, I put it there. For v1.0.0 I plan to build large polygons from the the tiles, as well as support actual polygons from Tiled maps as collision shapes/objects. There's a plugin that already does this by @michaelcalkins, called Arcade Polygons, which is in fact based on some of my code for the plugin and initial SAT proof of concept, but I've planned to do something like that from the beginning.
  4. If it was an event, Phaser would have to test all game objects for all possible collisions all the time. Instead, when you call overlap, you're causing the physics engine to check for overlaps, and if it returns positively your callback is invoked.
  5. Golandy game - Camera follow and see around the player

    Resize the layer separately, keep the world far bigger than your map, and you're all good. See Phaser.TilemapLayer.resize(). The layer's "size" here is actually the size of the sprite it's being rendered to, like a TileSprite. So jpdev is spot on indeed, the layer is not the right size.
  6. Phaser Arcade Slopes Plugin

    Thought I might as well update this thread with the changes between v0.2.0-beta and v0.2.0. v0.3.0 is now in the works!
  7. Tilemap "Zoom" Camera Issue

    Didn't know you could do that with tilde operator! Neat.
  8. Grid-based physics plugin

    This looks awesome!
  9. Tilemap "Zoom" Camera Issue

    I've been having problems trying to implement this myself, and Phaser 2 really isn't cut out for it. While your implementation would work, @feudalwars, it also means rendering the scene at a different resolution. This isn't zoom the way it should work, unfortunately. As a consumer of an API, I'd expect game.camera.scale to handle this correctly. Instead, all sorts of things break. Specifically tilemap layer rendering and collisions, and world bounds collisions.
  10. lateUpdate in Phaser?

    preRender() might help you there.
  11. Collide with and pass behind the same building

    I'd suggest using a single, invisible collision layer (doesn't even need to be rendered), then layering your visible artwork separately. Then, use a foreground layer for tiles that the character has to be behind, such as the roof of the building, and a background layer for everything else. This way, your collision information is separated from your artwork, giving you a little more freedom at the expense of another layer of data. Just my suggestion though.
  12. Should I put Phaser stuff on NPM?

    It's one way of many for you to distribute your code. I use npm to include Phaser in my projects, you can also use package managers like Bower. Take your pick, but I assume npm is easily the most widely used.
  13. Phaser Arcade Slopes Plugin

    Hello everyone! I've recently released v0.2.0-beta for you all to check out. It comes with several new features: Premade tilesets Built in tileset slope mappings for Ninja Physics and Arcade Slopes tilesets Debug rendering for tile polygons (tilemapLayer.debug = true) Offset tilemap layer support (though this has always been janky in Phaser) Circular physics body support Tile collision flag support Grab a copy here. Check out the demo! The demo has been updated with Phaser CE 2.7.3 and Arcade Slopes v0.2.0-beta. It lets you change the player's shape & size and witness the debug rendering.
  14. Switch tilemap if X is 0

    Feel free to share how you solved the problem, in case anyone else wants to know the same thing.