Shalmak

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  1. I think it could really help a developer to know more about these steps (like preupdate, physics, update, and anything else) - what each one does, their order etc. Is this documented anywhere?
  2. Got it, thanks. So the remaining question is why - what would be the difference between using update as you suggested versus putting the same logic in preUpdate?
  3. I am creating a custom game object, specifically a class that extends Phaser.Physics.Arcade.Sprite. In the preUpdate method I put all the logic that should happen for every game step, and this seems to work fine. But according to the documentation, it seems like this logic should be in the update method. When I add an update method to my class, it never gets called. GameObject's update method doesn't seem to be called either. Can someone please explain how (and why) to override the update method rather then preUpdate?
  4. I have a tween with repeat: -1 (infinite) Per the documentation, I was expecting the tween duration to reflect the duration of a single repetition. Similarly I was expecting the tween progress to reflect the progress through the current repetition. In fact the duration and totalDuration both hold some huge number, and accordingly the progress holds very small numbers (equal to elapsed divided by duration, I believe). Is this a bug? It seems rather useful to be able to know the progress within a single repetition of an infinite tween.
  5. Shalmak

    Tutorial requests

    Thanks, looks nice! This doesn't cover the ability for the player to "ride" the moving body, which is rather non-trivial. Also, looking at the example you mentioned, wouldn't it be better to use a PathFollower?
  6. Shalmak

    Tutorial requests

    Hi, I would love to see a phaser 3 version of the cloud platforms tutorial. I'm happy to do the port myself but I would need help from someone who really knows phaser 3 (specifically I got stuck with the tweens creation). Thanks
  7. Hi, The Getting Started Guide Part 5 page (https://phaser.io/tutorials/getting-started-phaser3/part5) includes sample code. After the code there is a link to the "full code" (https://gist.github.com/photonstorm/46cb8fb4b19fc7717dcad514cdcec064) The "full code" differs from the code on the original page - it tries to fetch "phaser-arcade-physics.min.js" from a different location, which failed to load when I tried it. Using the location from the code on the original page, it worked fine. (If there is a better place to report documentation issues, please let me know) Thanks
  8. Hi, Is renderTexture already supposed to work in Phaser 3? I am porting a game from phaser 2 to phaser 3 and getting an exception when I try to create a renderTexture. After isolating the problem, I am doing this in my create() function: renderTexture = this.add.renderTexture(100, 100); And I am getting this in the chrome console: Uncaught Error: Framebuffer incomplete. Framebuffer status: Incomplete Attachment at WebGLRenderer.createFramebuffer (phaser.js:88300) at new RenderTexture (phaser.js:30278) at GameObjectFactory.renderTexture (phaser.js:102405) at Scene.create (lost_main.js:64) at SceneManager.create (phaser.js:51686) at SceneManager.loadComplete (phaser.js:51603) at LoaderPlugin.emit (phaser.js:2762) at LoaderPlugin.processComplete (phaser.js:111711) at LoaderPlugin.removeFromQueue (phaser.js:111691) at LoaderPlugin.processUpdate (phaser.js:111672) Offscreen-For-WebGL-000000000E49A020]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete Offscreen-For-WebGL-000000000E49A020]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawArrays: framebuffer incomplete WebGL: too many errors, no more errors will be reported to the console for this context. I am using phaser v3.1.2 Help would be much appreciated