hexus

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    hex72

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

    This looks awesome!
  3. 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.
  4. preRender() might help you there.
  5. 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.
  6. 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.
  7. 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.
  8. Feel free to share how you solved the problem, in case anyone else wants to know the same thing.
  9. 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.
  10. 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.
  11. Slightly questionable using world.player like that, it doesn't take into account the asynchronous nature of Node. It'd be safer just to use an object pool.
  12. this.game.slopes.convertTilemapLayer is the converter, perhaps that's not clear enough in the readme. You just map the index of each tile to one of the available tile shape types. I don't have a handy wiki for people to look up these constants with their corresponding shapes though. I would suggest using a Tiled map instead, and using an invisible collision layer that uses the ninja physics tilesheet and mapping. Then your graphical tiles aren't tied to the collision tiles.
  13. Which makes sense. How do you scale 1.32546 of a pixel without anti-aliasing?