kudefe

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About kudefe

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  1. kudefe

    Tutorial requests

    I would love to have a tutorial on how to make a text heavy game like 80 Days, Sorcery or The Banner Saga. (Not sure if there's a better denomination than text-heavy)
  2. Would babylon be suitable for a game with a 3D world, but with 2D sprites, like Don't Starve? Or a game like bastion/transistor with isometric 2d views but 3d characters? Thanks!
  3. kudefe

    Sprite's Velocity depends on Frame Rate

    If I recall correctly, this is what Delta Time on the Love2D framework is for. from the wiki: and the application: I imagine you could try something like that for Phaser (Maybe is already done?)
  4. kudefe

    Phaser-Animator UI Plugin

    you have to click the logo for the animation to happen. At least that's how it worked for me.
  5. kudefe

    extending Phaser.Text class

    Hello. I'm new to Phaser and kind of new to javascript so please bear with me: I'm using this Es6 Phaser boilerplate and in there, there's a Phaser.Sprite extension called Mushroom: import Phaser from 'phaser' export default class extends Phaser.Sprite { constructor ({ game, x, y, asset }) { super(game, x, y, asset) this.game = game this.anchor.setTo(0.5) } update () { this.angle += 1 } } So I tried to replicate this in the Phaser.Text Class like this: import Phaser from 'phaser' export default class extends Phaser.Text { constructor({game, x, y, text, style}){ super(game, x, y, text, style) this.game = game this.anchor.setTo(0.5) } } and then called it on the Game.js file, just like in the example: this.texto = new Texto({ game: this, x: 0, y:0, text:"hola mundo" }) this.game.add.existing(this.texto) but this is the result: How can I properly extend Phaser.Text or create a reusable class? What am I doing wrong? Thanks!