spiritabsolute

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About spiritabsolute

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  • Birthday 07/18/1989

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  1. spiritabsolute

    How to use a tile collision created in the tiled editor.

    I found how to implement it. thanks valueerror
  2. spiritabsolute

    How to use a tile collision created in the tiled editor.

    I found a similar topic , but my map.collision[layer] === undefined
  3. spiritabsolute

    How to use a tile collision created in the tiled editor.

    Thanks for the answer. Your method I use to work with objects. I do not want my walls were objects on a separate layer. My wall tiles should be. I cut the tiles of the walls in the tiled editor.
  4. I created map by tiled editor. My collision layer have walls and it placed on the tile 64x64. I set collision for tile width 16px, because I need to the actual width of the wall was 16px. The remaining area is transparent. Tiled Editor allows you to do that, everything looks good. But, how to use a tile collision created in the tiled editor from phaser? Created tile collision, create an object in the json structure "tiles":{"2":{"objectgroup": etc. How to use the phaser api set Collision to these tiles? –°onvertCollisionObjects does not work. Cannot read property 'length' of undefined -> for (var i = 0, len = map.collision[layer].length; i < len; i++) this.game.physics.p2.convertCollisionObjects(this.map, 'walls'); As if tiled editor has generated the not correct structure. phaser v2.6.2, tiled Version 0.17.0 My json file have structure: { "columns":4, "firstgid":1, "image":"..\/tiles\/fullSetTiles.png", "imageheight":64, "imagewidth":259, "margin":0, "name":"fullSetTiles", "spacing":1, "tilecount":4, "tileheight":64, "tiles": { "2": { "objectgroup": { "draworder":"index", "height":0, "name":"", "objects":[ { "height":64, "id":1, "name":"", "rotation":0, "type":"", "visible":true, "width":16, "x":0, "y":0 }], "opacity":1, "type":"objectgroup", "visible":true, "width":0, "x":0, "y":0 } }, "3": { "objectgroup": { "draworder":"index", "height":0, "name":"", "objects":[ { "height":16, "id":2, "name":"", "rotation":0, "type":"", "visible":true, "width":64, "x":0, "y":0 }, { "height":48, "id":3, "name":"", "rotation":0, "type":"", "visible":true, "width":16, "x":0, "y":16.25 }], "opacity":1, "type":"objectgroup", "visible":true, "width":0, "x":0, "y":0 } } }, "tilewidth":64 },
  5. spiritabsolute

    How to move to the point of clicks at p2js

    I realized this: movePlayer: function() { this.player.directionX = this.game.input.activePointer.worldX - this.player.x; this.player.directionY = this.game.input.activePointer.worldY - this.player.y; this.player.endMovePointX = this.game.input.activePointer.worldX; this.player.endMovePointY = this.game.input.activePointer.worldY; this.player.body.rotation = Math.atan2(this.player.directionY, this.player.directionX) + this.game.math.degToRad(-90); var angle = this.player.body.rotation + (Math.PI / 2); this.player.isMoves = true; this.player.body.velocity.x = this.player.walkSpeed * Math.cos(angle); this.player.body.velocity.y = this.player.walkSpeed * Math.sin(angle); }, update: function() { if(this.player.isMoves) { if(this.math.sign(this.player.directionX) === 1) { if(this.player.x > this.player.endMovePointX) this.player.body.velocity.x = 0; } else { if(this.player.x < this.player.endMovePointX) this.player.body.velocity.x = 0; } if(this.math.sign(this.player.directionY) === 1) { if(this.player.y > this.player.endMovePointY) this.player.body.velocity.y = 0; } else { if(this.player.y < this.player.endMovePointY) this.player.body.velocity.y = 0; } } else { this.stopMovePlayer(); } },
  6. spiritabsolute

    How to move to the point of clicks at p2js

    this.game.add.tween(this.ship.body).to({ x: pointer.position.x, y: pointer.position.y }, 1000,Phaser.Easing.Linear.None,true); this method does not seem right and it does not work properly
  7. spiritabsolute

    How to move to the point of clicks at p2js

    Hi all! How to move to the point of clicks at p2js? this.game.input.onDown.add(this.onClick, this); In the event handler I have "pointer.position". What's next? I did not find a single example. I found a similar question here, but there is no answer to it. http://stackoverflow.com/questions/36120249/precision-moving-a-body-using-phaser-and-p2-js-physics
  8. spiritabsolute

    P2JS shoot the pointer

    I was also interested in it! I was beginning to wonder why I use P2JS? How to understand whether I need P2JS. It may be better to use arcade?