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  1. Effiency of reusing game objects

    Isn't as easy as creating a group and let Phaser keep track of the alive state of your group? this.currentPlatform = this.platformPool.getFirstDead(); if (!this.currentPlatform) { this.currentPlatform = new MrHop.Platform(, nextPlatformData.numTiles, + nextPlatformData.separation, nextPlatformData.y, this.levelSpeed, this.floorPool, this.coinsPool); } else { this.currentPlatform.prepare(nextPlatformData.numTiles, + nextPlatformData.separation, nextPlatformData.y, this.levelSpeed); } this.platformPool.add(this.currentPlatform);,js,output
  2. Collision triggering .down when on the side?

    It only happens like once out of twenty times. Do you think increasing the Tile_bais would help?
  3. Collision breaks when loading in a Tiled tilemap

    This might be related, came across this yesterday. Basically thicken up the tiles game.physics.arcade.TILE_BIAS
  4. so you can either put at the top of your file /*global Phaser*/ to subdue the error or you can even do var Phaser = Phaser || {} and that should pick up the initial object if already defined.
  5. I was working with a popular online tutorial in making an infinite runner game. All goes well, except there seems to be this one instance that pushed the player off the screen. (keeping player at velocity 0 instead of -platformSpeed). I think the issue is with this line this.player.body.velocity.x = this.player.body.touching.down ? -this.levelSpeed: 0; It seems to happen when the player catches the very corner of the platform, and isdown does not get set, then the player is "pushed" onto the platform. But this is just a logical guess as it happens too fast to debug. The collision check happens in a line above this.platformPool.forEachAlive(function (platform, index) {, platform); if (platform.length && platform.children[platform.length - 1].right < 0) { platform.kill(); } }, this); My full code is here, but I can't figure a way to get the assets to load,js,output (updated link with Hosted Assets)