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About hexus

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  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. Didn't know you could do that with tilde operator! Neat.
  6. plugin

    This looks awesome!
  7. 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.
  8. preRender() might help you there.
  9. 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.
  10. 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.
  11. 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.
  12. Feel free to share how you solved the problem, in case anyone else wants to know the same thing.
  13. plugin

    The plugin shouldn't be constrained to tiles of any specific size, it will use whatever width and height each tile has set, which will come from your map data.
  14. plugin

    If you only need rectangular physics bodies to collide with slopes on a single, non-offset tilemap, then yes. However, consult the roadmap for features I'm intending to implement. While circular physics bodies have been implemented, there is still a really strange issue where it teleports the body after catching between square tiles. Not being able to solve this problem put me off working on the plugin for a while.