samid737

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Everything posted by samid737

  1. MINOR UPDATE: Read the full details here : v1.8.0 Features Updates Fixed pointer problems due to API changes since 3.16.2, related to the dragState property. described in 3.16.1 release notes.
  2. MINOR UPDATE: Read the full details here : v1.7.5 Features Updates Fixed global reference to game object causing errors.
  3. https://codepen.io/Samid737/pen/GdVZeX The physics model is highly simplified and it won't decelerate like in GTA-2, you will need to add in drag to achieve this.
  4. Before proceeding investigation, you already done the above mentioned?
  5. You can play with the uniforms/properties before calliing update on the filter (inside update) : https://codepen.io/Samid737/pen/VGjjBG?editors=0010
  6. This should help getting started: https://codepen.io/Samid737/pen/VGjjBG It is similar to the filter found here: https://web.ist.utl.pt/ist172700/ccu/save/docs/DisplacementFilter.js.html You will still need to load in a Power of two texture it seems.
  7. Definitely possible in Phaser. Conceptually though, this example would be a pretty good reference: https://github.com/nullobject/risk Hexagons should be easy to draw using graphics, followed by a texture conversion if you need to. Setting turns is just setting some game state variable after ending your turn: game.turn = (game.turn + 1 ) % num_of_players maps are definitely possible. I think cameras will help you out alot here. Navigating through a map can be done by scrolling. Have a look at the examples: https://labs.phaser.io/view.html?src=src/camera/minimap camera.js https://labs.phaser.io/view.html?src=src/camera/move camera with keys.js https://labs.phaser.io/view.html?src=src/camera/scroll view.js https://labs.phaser.io/view.html?src=src/camera/zoom to.js https://codepen.io/Samid737/pen/zaLydB For UI you can use seperate UI scenes, or you could again use cameras to layer and exclusively render UI stuff. Good luck!
  8. What about Phaser.Actions: https://labs.phaser.io/edit.html?src=src\actions\random circle.js
  9. game does not work for me, but you could probably use a collider callback to deal with that. Add an invisible physics body, and call some function that stops the ball on collision: https://labs.phaser.io/edit.html?src=src\physics\arcade\remove collider.js What about the straightforward way ? : if(ball.y < 300){ stopBall() }
  10. MINOR UPDATE: Read the full details here : v1.7.0 Features Added snap button to toggle grid snapping. Added toggle button class. Updates Switch to ES6 classes Integrate ES6 plugin API.
  11. @bnolan windows 8, yes it only happens when the crosshair is active after clicking. i can see the menu panel and awsd works.
  12. I seem to have mouse sensitivity problems, tilts and rotates randomly to +-90 degree tilt when trying to center it to the world. Chrome 67.0.3396.87(64-bits).
  13. You could fetch the game canvas and change its CSS cursor property. e.g: game.canvas.style.cursor = "zoom-in" //or this.sys.canvas.style.cursor = "zoom-in"
  14. MINOR UPDATE: Read the full details here : v1.6.1 Updates Update to Phaser 3.10.1 Integrate API changes. Added a Menu class (container).
  15. You could add an extra camera for UI display and tween it to appear and dissapear afterwards by adjusting the ScrollY, but make sure the main camera ignores all objects that are not text, otherwise you will see duplicates of the same text: https://codepen.io/Samid737/pen/jxgqOe you could achieve the same result using A UI scene,. If you only have one UI object (one text message) throughout the entire game, then you could try to tween A single text object. The takeaway is to seperate UI (messages, buttons) display from the game.
  16. Setting the second last argument to true seems to slice it, but colouring would probably needed to be done manually (subtract or shift colour­čś× https://jsfiddle.net/1ck39fos/4/ https://phaser.io/examples/v2/display/arc-details
  17. MINOR UPDATE: Read the full details here : v1.6.0 Updates Update to Phaser 3.8.0. Integrate API changes. Added ES5 Branch.
  18. It should be possible with : this.physics.world.enable(spider);
  19. MAJOR UPDATE: Read the full details here : v1.5.0 Features Added Scene explorer, hold middle mouse button to move through the game scene. Added reset view button. Added camera zoom using mouse scroll wheel. Added mouse cursors for improved UX.
  20. That is Phaser 2 api. Please use the Phaser 3 api. You can use scrollY to offset the camera A bit, something like: this.cameras.main.scrollY = gamecentery + someoffsetY
  21. 1: 2: use graphics.clear() inside update.
  22. You can use setScrollFactor, which is probably the best way if you're looking for fixed positioning. If you need more fine tuned UI (fixed rotation, zoom), you can use multiple cameras. Tell one camera to ignore the world objects, tell the main camera to ignore the UI objects ( hotbar etc.). Another way is using UI scenes, one solely for UI and one for the game world.
  23. MINOR UPDATE: Read the full details here : v1.1.3 Features Added main scene pause resume buttons.
  24. MAJOR UPDATE: Read the full details here : v1.1.0 Features Added curve undo option.
  25. This plugin will help you build paths for pathfollowers and path tweens. Draw and edit Lines, Bezier Curves, Splines and Ellipses at runtime and export them to Phaser. A useful tool for editing and building paths. Explore your scene while building paths. Draw your path in-game during runtime. Export path as JSON Data. Load them into Phaser and create awesome animations using pathfollowers! Maximum usage of Phaser API. More cool features will be added soon! Demo. Src & Docs NPM Submit an issue