samme

Members
  • Content Count

    2,160
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by samme

  1. samme

    getTileAbove gives error but getTile does not

    https://photonstorm.github.io/phaser-ce/Phaser.Tilemap.html#getTileAbove
  2. samme

    BitmapData copyrect not working in IE11

    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. samme

    How to use tween.onUpdate in typescrpt

    onUpdateScope: …
  5. samme

    Dynamic zoom bounds?

    // update() var cam = this.cameras.main; cam.setZoom(Phaser.Math.Clamp(cam.zoom, 0.2, 5));
  6. samme

    What happened to scene config zoom?

    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
  7. Which lab example? Probably you can stop or sleep the first scene.
  8. samme

    What happened to scene config zoom?

    phaser/issues/4048
  9. samme

    Cant get group to work

    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);
  10. samme

    Vue + Phaser 3 in iframe performance

    What is get (vue.esm.js:985)? That's weird. You can sort by Total Time as well.
  11. https://samme.github.io/phaser-examples-mirror/input/drag update multiple.html
  12. samme

    Dynamic layer overlapping

    Did you use physics.add.collide then?
  13. samme

    Problems to add sprite

    (undefined).sprite(vaso.body.x, vaso.body.y, 'vidaExtra')
  14. samme

    Animation on follower object?

    PathFollower is based on Sprite, so yes.
  15. samme

    static panels on top of rpg/tilemap game

    http://labs.phaser.io/view.html?src=src\scenes\ui scene.js
  16. samme

    random frame on animation

    You can use the startFrame argument of play() or (I think) the delay argument of anims.delayedPlay().
  17. samme

    Vue + Phaser 3 in iframe performance

    Sort by Self Time and then expand the ▸ function trees.
  18. samme

    Phaser 2 Level switching

    https://codepen.io/samme/pen/QqNwKq
  19. samme

    getImageData() equivalent.

    http://labs.phaser.io/index.html?dir=snapshot/
  20. http://labs.phaser.io/view.html?src=src/game objects\tilemap\static\create from objects.js
  21. samme

    Collision detection without physics

    All of the Phaser Geom classes have contains tests.
  22. samme

    How to replace arrow keys with wasd movement?

    It does have examples. https://photonstorm.github.io/phaser3-docs/Phaser.Input.Keyboard.KeyboardPlugin.html#addKeys__anchor
  23. Wrong thread, sorry.
  24. { scene: { preload: preload, create: create, update: update, extend: { collideaa: collideaa } } } this.collideaa();
  25. samme

    Small delay at the beginning of the game

    Could switch to dynamic tilemap layers, if you're using static.