degressor

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  1. Thank you nail for the answer and the book, I'll read it.
  2. Hi, I would like to create a responsive game and ask me, what is the easiest way to resize everything in the game? I did a group for the sprites and is working to resize them, but if I would create new sprites dynamically or do a movement, I also need to recalculate all coordinates, right? Or is there a better way?
  3. Hi, I'm working on a game, where the player have to program a robot on a tiled map(topDown) and I need to show the movements on of the robot. You can controll the robot over code only, so there is no live movements only the predefined path I get as result of the program. I'm wondering now, whitch game framework would fit best for my requirements? I need only the map + show the robot's path, yes maybe to controll the speed of the movements.
  4. Phaser - Access custom function from the otuside

    I found a solution on my own. Thx anyway TestGame.game.state.states['Game'].drawPath()
  5. Hi, I'm new to pharser. I created several functions like move() in the Game.js TestGame.Game.prototype = { ... drawPath: function() { ... } Everything is working well. No I would like to access the drawPath function from outside oth the class, e.g. <button onlick="TestGame.Game.drawPath()"> but get "is not a function" Error.
  6. Move along predefined path with Phaser

    Sorry, I mean it's predefined before the runtime, but every run different so I can't hardcode it. I solved the problem with onComplete. Thx. The problem with rotation was, I need to rotate only on some points. [noRotation, noRotation, 90, noRotation]. So I dind't know what to put to the points with no rotation needed? null?
  7. Move along predefined path with Phaser

    Hallo, I need to move and rotate a player by a predefined path. Like: [stepForward, turnLeft, stepForward, turnLeft, stepForward, stepForward, stepForward, ...] The problem is, the path is dynamic and depends on user input. I tried to put the coordinates and agles in arrays and do something like tween.to({x:[...], y:[...], angle:[...], 5000, Phaser.Easing.Linear.None, true); But in this case I got problems with rotation. I don't know how to chain dynamicly or use several .to call. Any ideas?