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  1. Make it change it's path in the update loop.
  2. Not that I see - I think you would have to write some code that works like a player piano to run a script. I use that to manage waves of zombies in my driving defense game (like a tower defense game but you run them over)
  3. MY best guess is do a colide function and use that to fix the course when they do. I am sure there is a better solution but not sure what it is (I am kinda new)
  4. Fairly new myself so I don't know the answer to 1&3 however 2. YES
  5. call the moveTo every update so it updates - is what I would try
  6. I got it, main like of useful code as part of update loop if (weapon.bullets.children[j].alive== 1 && (Math.pow(weapon.bullets.children[j].x-walkers.x,2)+Math.pow(weapon.bullets.children[j].y-walkers.y,2))<225) With the bullet having a radius of 15 pixels. The thing I did not get is bullet information is in weapon.bullets.children
  7. Is there a way to get collisions to work with p2, or to go through the list of active bullets and get thier x and y location, Or what do I loose if I switch from p2 to arcade. Thanks
  8. I would load the task manager on the desktop and look to see if there is a memory leak. The desktop should be able to handle a memory leak much longer then the mobile devices as it has access to more ram. How much memory/cpu is the browser using at first versus after an hour.
  9. just a thought static is a reserved keyword return "Uncaught TypeError: Cannot set property 'static' of null"
  10. It worked nice thanks.
  11. I am using P2 and option 2 some area behaves like a non newtonian liquid so if something moves fast it will stay hard, something moving slow will sink in. Baiscally I drop a sprite out of the back of the car (goo dropper) and if a zombie walks over it it moves slower, and the goo does not move if something hits it., (And thanks)
  12. Ok I am wanting to put a material on the ground that when my car hits it it's slowed a little and when the zombie hit is they are slowed alot (and such a material exists non newtonian fluids). What do I need to tell my object so I can see if they are touching without having them bounce off everything.
  13. Aha an even better way
  14. Are you getting any error messages, can you include your code.