shnfara

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About shnfara

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  1. Your chained tweens are being removed when executed, make sure you set .pendingDelete = false; on each tween. I'm not sure if it matters or not, but I set pendingDelete to false after I rechained the tweens (as you did above) and called start() on the first tween. This solved the problem for me.
  2. Did you ever find that fixed normalmap filter stupot?
  3. EDIT: it should be ... var createColorImage = function(game, source, color="#ffffff") { var color = Phaser.Color.hexToColor(color); return game.make.image(0, 0, game.add.bitmapData(source.width, source.height).fill(color.r, color.g, color.b).blendDestinationAtop().draw(source, 0, 0, source.width, source.height)); } something funky going on right about here.. color. .blendDestinationAtop()
  4. Would love to see native hexagonal tilemap integration.
  5. http://www.joshmorony.com/setting-up-ninja-physics-in-phaser/ I made a custom build for us, don't follow the grunt installation instructions in that guide, they are borked... phaser-ninja-physics.js
  6. Me too, I get this error when trying to enable ninja physics, which is copy-paste from the examples... moving from createjs to phaser, gotta say the level of inconsistencies in the documentation and examples is pretty frustrating. Were you able to find a solution? I'll let you know when I do... Edit: So this is brilliant:
  7. BUMP Also getting this error... whether I use an array or not to pass the argument. Also doesn't matter if we make the call in a time event or onComplete call on a tween. Pretty bogus... any suggestions? missionz3r0 did you figure it out? EDIT: so I figured out that you can make another function, put the state change call in it, and call that from the time event with an argument. Not very elegant... function changeState(stateID) { game.state.start(stateID); } game.time.events.add(1000, changeState, this, 'name_of_my_state'); PS. You don't have to pass arguments as an array, in the docs the asterix * under Type indicates that it can be anything.