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samme last won the day on March 7

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  1. Yes, they are.
  4. Use a spritesheet. Or 3, 6, or 9 spritesheets. But definitely not 180 different images.
  5. Yes, I'd put a breakpoint on; to see if it's ever getting reached. Also phaser-debug-timer
  6. You need to work with the colliding objects themselves: function collisionHandler (player, enemy) { enemy.kill(); // … }
  7. docs/2.6.2/Phaser.GameObjectFactory.html#creature
  8. I'm not really sure. Usually restarting the state takes care of it, but there's something about those platforms.
  9. You should use 2.6.2/Phaser.Physics.Arcade.Body.html#setSize instead.
  10. Phaser just asks the browser to download things. If you want the browser to cache things, you have to mark them so:
  11. obj.renderable = false // OR obj.alpha = 0;
  12. It's necessary if the bullet pool already exists, but it creates this problem if it doesn't. A workaround is this._bulletClass = MyBulletClass; this.createBullets(30, imgSprite);
  13. Remember, even when testing groups, the collision callback always contains two sprites: function bulletsColision(bullet, enemy) {/*…*/}
  14. I switched to Phaser 2.6.2 and it seemed to resolve it. Try that?
  15. This is just how a display tree works. If you need a Group, use a Group. If you need a Sprite, create a Sprite from a transparent image identical to the "main sprite" size, then add the main sprite and reorder all you like.