samme

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  1. https://photonstorm.github.io/phaser-ce/Phaser.Tilemap.html#getTileAbove
  2. Make sure the source rectangle is fully within the source image.
  3. this.game.physics.arcade.overlap(this.player, this.items, collect, null, this);
  4. // update() var cam = this.cameras.main; cam.setZoom(Phaser.Math.Clamp(cam.zoom, 0.2, 5));
  5. It is sad but it was removed because it wasn't working in all cases, and it will be replaced by a feature in the upcoming ScaleManager. I think it was intended as an experimental feature, it just wasn't labelled that way. You can emulate it pretty easily: https://github.com/photonstorm/phaser/issues/4048#issuecomment-432160600
  6. Which lab example? Probably you can stop or sleep the first scene.
  7. You have to avoid the Phaser 2 examples, they won't work and will confuse you. https://medium.com/@michaelwesthadley/modular-game-worlds-in-phaser-3-tilemaps-1-958fc7e6bbd6 etc. will be better help. var monsters = this.physics.add.group(); monsters.addMultiple(map.createFromObjects( 'Monsters', 'blob', { key: 'monster' }, )); monsters.getChildren().forEach(function (enemy) { // You need to use the `body` methods because these are Sprites (not ArcadeSprites) enemy.body.setBounceX(1); enemy.body.setCollideWorldBounds(true); enemy.body.velocity.x = 40; }, this);
  8. What is get (vue.esm.js:985)? That's weird. You can sort by Total Time as well.
  9. https://samme.github.io/phaser-examples-mirror/input/drag update multiple.html
  10. Did you use physics.add.collide then?
  11. (undefined).sprite(vaso.body.x, vaso.body.y, 'vidaExtra')
  12. PathFollower is based on Sprite, so yes.
  13. http://labs.phaser.io/view.html?src=src\scenes\ui scene.js