LuizOtavio

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    luizotaviovasconcelos

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  1. oh, yeah, ofcourse will deformate. you need to 'rotate' the image. In the sandbox that you send, change line 13 on create to points.push(new Phaser.Point(0, i * length)); cheers
  2. @Skeptron, and if you scale the img to a very small size? Scale tinyest size, sendToBack, maintain its on center of screen. When you want to show up, brintToFront, scaleTo(1) cheers
  3. well, can you post your code or some sample?
  4. hi @AramCP, i guess, you looking for Offset Bounding Box check out this example https://phaser.io/examples/v2/arcade-physics/offset-bounding-box cheers
  5. hi @Skeptron if you just hide this image under background? game.world.sendToBack(sprite); and, when you will want to show again: game.world.bringToTop(sprite); cheers
  6. hi @The_dude8080, 'Phaser.Physics.Arcade.collide' method can receive two arrays of sprites (in their 2 first params). if some sprite from array 1 collide with sprite from arr 2, the handle will be called, right? So, if u just going to push these new sprites to one of those 2 arrays? cheers
  7. hi @MackTuesday, you don't need to create a 'bullets' group. When you do weapon = game.add.weapon(20, 'bullet'); you're creating a group of type Phaser.Weapon with 20 bullets. So, if you want to perform a collision with 'enemy' and bullets, you do: game.physics.arcade.overlap(enemy, weapon.bullets, collisionHandler, null, this) cheers
  8. hi @wexing, i dont know if i understood your point, but, in rope example, to change their animation up down to left right, change line 31 'y' to 'x' this.points[i].x = Math.sin(i * 0.5 + count) * 20; is that your point? cheers
  9. Hmmm, 1. make sure have nodejs installed. 2. run in project folder $ npm install phaser --save 3. create a app.ts 3. put this in the first line: import {Phaser} from 'phaser/typescript/phaser'; 4. u ready to follow these steps: https://phaser.io/tutorials/how-to-use-phaser-with-typescript cheers
  10. hi @Drewrg in Phaser.Weapon.prototype.fire method says: * @return {Phaser.Bullet} The fired bullet if successful, null otherwise. that means you can do: var your_bullet = bullets.fire(); and get Phaser.Bullet sprite that was shoot and change their speed. cheers
  11. Hi @AramCP i started with Phaser last week, and, i just cant find a way to change the state in the docs. so, after open phaser.js and read some code, i found what i was looking for var game_state = this.instance.state; game_state.add('menu_screen',{ preload: menu_screen_preload, create : menu_screen_create, update: menu_screen_update }); game_state.start('menu_screen'); and that's the way i change states in my game. Hope help you cheers
  12. @Eric Matyas u're awesome bro! Exactly what im looking for
  13. hmmmm, im dev phaser with javascript, but, may i help you (I work with Ionic2 (angular2 + typescript)) when i have to use some lib from node_modules, i just put declare function require(name: string); among the imports. cheers
  14. big thanks to @rich solve this question for me on slack
  15. Hi forum, im trying to change the bullet animation when its colide i try to change Weapon.bulletAnimation but its only change the new bullets how can i do it? =/ thxx