Punknoodles

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  1. Punknoodles

    Attach sprite to mouse

    Nevermind, it was customcursor.cameraOffset.x and y.
  2. Punknoodles

    Attach sprite to mouse

    I have a world larger than the screen and am trying to add a custom cursor. However, the cursor seems to move relative to the world, so I tried using fixedToCamera = true, but then it didn't move at all. Here's the relevant code: // create event customcursor = game.add.sprite(game.input.mousePointer.x, game.input.mousePointer.y, 'cursor'); customcursor.scale.setTo(0.5, 0.5); customcursor.anchor.setTo(0.5, 0.5); customcursor.fixedToCamera = true; // update event customcursor.x = game.input.mousePointer.x; customcursor.y = game.input.mousePointer.y; If anyone knows what's wrong with this, please tell me!
  3. Punknoodles

    Check if sprite on-screen

    Hmm, thanks for the answers everyone! I'm probably going to use autocull or lifespans.
  4. Punknoodles

    Check if sprite on-screen

    Oh! That's what I need. But I'll have to test if the performance gains from not rendering the sprites (a bunch of bullets) are greater than the calculation cost the docs warn against.
  5. Punknoodles

    Check if sprite on-screen

    Figured it out, I guess it does it for me? From the Phaser.Camera docs:
  6. Punknoodles

    Check if sprite on-screen

    How would I do that?
  7. Punknoodles

    Check if sprite on-screen

    I'm developing a multiplayer game using Phaser, Node.JS, and socket.io. The world is much bigger than the screen. To optimize this, I want to be able to not render sprites that are off-screen. How would I do this? Is there a method that checks if a sprite is on screen at its current x and y coordinates? Or even a way to check if a worldx and worldy position is on-screen?