• Content count

  • Joined

  • Last visited

About pixelhijack

  • Rank

Contact Methods

  • Website URL

Profile Information

  1. Phaser Signal usage & examples

    Thanks guys! Mattstyles, you are right, it is really just another pub/sub. What i was confused is just the naming differences (especially the .add() subscribe method), but as i dig deeper for now all clear. I used Tom Atom your tutorial and found an other one too (http://www.emanueleferonato.com/2016/03/16/understanding-signal-dispatch-with-phaser/), then came up with my own decorators with a slightly different signatures, works like a charm. Later maybe i will write my lessons learnt on Phaser Signals
  2. Phaser Signal usage & examples

    Hey guys, can you point me at any example usage of Phaser Signals which is a bit more in-depth than a 2-liner? Surprised me how few descriptions i found compared how powerful / important feature it is in Phaser, and how many question admittedly coming on this topic. I read the other link i found What i would be curious: 1. example how to implement publish-subscribe / observers with Signals from player's hero to enemy types & vice-versa, or 2. examples on a general architecture / best practices for broader usage on custom events in a Phaser game, any case study etc. I'm sure i'll come out my own solutions soon, but would really curious how you are using, as relying fully on events are becoming widespread in the wider webdev world, i.e. Flux, Redux Thanks!
  3. Adding class instances to a group.

    thanks drhayes, i wasn't aware of the 'playerKey' param
  4. Adding class instances to a group.

    I have the very same question and couldn't find an answer so far: group.createMultiple(20, 'spriteImageReference') adds 20 sprites by specifying the sprite key, but how to addMultiple or createMultiple custom Phaser.Sprite instances? Let's say i created var spider = new Spider(game, 100, 50); and I want to add twenty of this spider, can i do it with addMultiple or createMultiple, without manually iterating for loops? The classType description suggests this, but it is very vague and I haven't found any example in the group examples.
  5. Find tiles of a tileset based on a level image

    tilemap extract, texture ripping, brilliant, exactly these are the keywords i was looking for, many thanks, rich!
  6. tl;dr: Do you know any automated tool with which it is possible to decrypt / reverse engineer / find tiles in a tileset based on an existing game's level images? So, given: 1) a tileset, with relatively lot, 16x16 tiles, and 2) enormous level images (with the same resolution) built with these 16x16 tile blocks once. Is it possible to automate the matching of single 16x16 tiny tiles to get a full level map from the big image somehow? As far as i know state of image recognition this is a fairly straightforward task. Are there any solutions already?