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  1. Stop sprite(velocity.x = 0) after some coordinate

    I don't think 40 would overwhelm the browser but safer to test and find out. If it does cause problems I would flag each object in an associative array and only check till it has been stopped once.
  2. Stop sprite(velocity.x = 0) after some coordinate

    in update() I would do something like: if ( >= 200) { player.body.velocity.y = 0; player.body.velocity.x = 0; }
  3. Draw maps for towns, worlds, areas may work well for you.
  4. [Phaser]

    You put a lot of polish into this. It looks and plays great! I reviewed your blog but you didn't speak too much about the serverside aspects I was curious about. Do all "rooms" run from one machine? How did you go about tackling the client-server communications?
  5. I would use the Slopes Plugin: Alternatively, change the physics body of your sprite. You would need logic to lerp the sprites display into the right area though and it could get messy.
  6. How to double jump with phaser ?

    I believe the secret is upInputReleased(). Otherwise user cursors.up.isDown will be detected twice (or more), immediately exhausting any saved jumps.
  7. is what I see people using to wrap their game up into a mobile deployment. I have seen some use howler.js for audio if you really think that is what it's getting hung up on.