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About zoltan88

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  1. Fantastic and quick answer. This works perfectly, thanks! : )
  2. So I have the following code to draw my UI. var ui = { menuBar: null, drawMenuBar: function() { var bar = new Phaser.Graphics(game, 0, 0); bar.beginFill(0xFF0000); bar.drawRect(0, 0, 600, 40); this.menuBar = game.add.sprite((window.innerWidth/2) - (bar.width/2), 0, bar.generateTexture()); this.menuBar.fixedToCamera = true; }, updateMenuBar: function() { this.menuBar.fixedToCamera = false; this.menuBar.x = ((window.innerWidth/2) - (this.menuBar.width/2)); this.menuBar.fixedToCamera = true; }, updateUi: function() { this.updateMenuBar(); } }; As you can see, to move the sprite in updateMenuBar I have to set fixedToCamera to false first, and then back to true. Is there a more elegant way to do this? If I just try to set menuBar.x to something, it wont move. The above code solves my problem, I just thought it would be interesting to see if anyone else has a better solution (as Google has yielded me no satisfying answers) :). Cheers!
  3. That worked perfectly, thanks :). But why doesn't resize work then? Or is the documentation incomplete and the function does something not mentioned?
  4. So I'm currently using Phaser 2.9.1 and had a weird issue I've been struggling with today. If I use scaleMode RESIZE, then whenever the window resizes, the camera gets stuck at 0,0 and wont move anymore. Debugging reveals that the update function is called and the camera x,y are changed whenever the buttons to move the camera are pressed. However, it's like they are changed back right away again. One theory I had was that the world gets resized to the browser innerWidth and innerHeight upon resizing with that scaleMode. I found a thread after a while that fixed my problem. The problem now is that I want to know why it works.... So, doing the following in my create function: game.world.resize(5000, 5000); game.world.setBounds(0, 0, 5000, 5000); works, for some reason. Only doing resize does not work and I have to use setBounds there. But according to the docs, resize sets the size of the world and setBounds sets the camera to 0,0 and then sets the size of the world. Why would that make a difference when the browser is resized after the game has been created and the update function is running? If anyone could shed some light on this, I would greatly appreciate it :-). Also creds to Zekko and Carlos in the post above, for solving the issue 2 years ago