coder_for_life22

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  1. coder_for_life22

    Dragging Sprite Whenever Screen is Dragged

    Making the touches/drags more sensitive and faster
  2. coder_for_life22

    Dragging Sprite Whenever Screen is Dragged

    Does anyone know how I can increase the sensitivity of this?
  3. coder_for_life22

    Dragging Sprite Whenever Screen is Dragged

    Yup. I just implemented a solution a few minutes ago! I first set a boolean when the screen is pressed and then set it to false when the pointerup is triggered. In the update() I check the boolean and if its true that means we are dragging or the finger is down. I then just get the delta from the mouse movement. So the distance between the old mouse pos and the new mouse pos I then add this to the sprite to get it to work perfected. In case anyone asks this in the future.
  4. coder_for_life22

    Dragging Sprite Whenever Screen is Dragged

    I am currently trying to drag a sprite on the screen when the screen is dragged but I do not want the sprite to snap to the users thumb. I've tried using OnDrag for the sprite itself but this requires the sprite to be touched and dragged. I've also tried using the input managers x and y to move the sprite but this makes the sprite snap to wherever the use places their finger and then the drag happens. I would like the sprite to be dragged from its currently position but not snap to the users finger. So it the user touches the screen and drags the sprite drags too but only from where it is and not snapping to the location of the users finger. Does anyone know how I can achieve this?
  5. coder_for_life22

    Dragging with physics

    Hi all, I am currently using the phaser 3 engine and trying to figure out how to do a drag of a game object. I've seen the examples of how to drag but I am trying to find a way to make the drag faster so that it responds faster to the pointer. Right now it works fine but I want to control the sensitivity of the drag. Does anyone know how to do this on the best way to do this? Recommendations?
  6. coder_for_life22

    Trying to implement "moveToPointer"

    @adammarcwilliams did you ever figure it out?
  7. coder_for_life22

    Phaser and Facebook Instant Games scaling

    Hmm. Not sure what the issue is but this is how I do mine and works well for instant games. //Resolution I use Tanx.game = new Phaser.Game(640, 960, Phaser.CANVAS); //Scale mode I use this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
  8. coder_for_life22

    Cobalt Dungeon

    Installing the game right now! Thanks for writing this up and sharing! I learned a few tips from it with the chrome responsive feature and also Mixpanel. Definitely going to be using this.
  9. coder_for_life22

    Coding Slither.io in One Week

    This is awesome!! Thanks for sharing
  10. Looks great! Gonna check this out tonight
  11. coder_for_life22

    Making Particle Color Match Sprite Color

    Hey Everyone, Pretty new here but glad to be a part of the community. Question, I have a game with sprites that are all of the same prefab but the only difference is the actually image of the sprites. The issue is, when one of these objects are destroyed in my game I would like to show particles for each sprite being destroyed. Currently, I have the particles working but I would like to somehow make the particles match the color of the sprite it represents. Does anyone know how I can do this when I create each sprite or maybe somehow detect the color of each sprite? All of these sprites are being pooled using groups, if that makes a difference. Thanks guys