NhatNM

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  1. NhatNM

    trouble with set physics to group

    ah ha, its logic is different as I know Thanks! 😀
  2. NhatNM

    How to rotate body with Arcade physics?

    maybe somethings like this. function create() { game.physics.startSystem(Phaser.Physics.ARCADE); pipes = game.add.group(); var ledge = pipes.create(100,100, 'ground'); pipes.angle = 90; // <-- this game.physics.arcade.enable(pipes); pipes.enableBody = true; pipes.setAll('body.immovable', true); } function update() { pipes.angle ++; // <-- or this } I'm starter, sorry if I'm wrong understand
  3. Hi! I'm starter. I'm learning Phaser. I have trouble for understand how physics work with group. My full starter code: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); var platforms; var score = 0; var scoreText; function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } function create() { // We're going to be using physics, so enable the Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); // A simple background for our game game.add.sprite(0, 0, 'sky'); // The platforms group contains the ground and the 2 ledges we can jump on platforms = game.add.group(); // We will enable physics for any object that is created in this group platforms.enableBody = true; // Here we create the ground. var ground = platforms.create(0, game.world.height - 64, 'ground'); // Scale it to fit the width of the game (the original sprite is 400x32 in size) ground.scale.setTo(2, 2); // This stops it from falling away when you jump on it ground.body.immovable = true; pipes = game.add.group(); // Now let's create two ledges var ledge = pipes.create(0,400, 'ground'); //game.physics.arcade.enable(ledge); //ledge.body.immovable = true; ledge = pipes.create(600, 400, 'ground'); //game.physics.arcade.enable(ledge); //ledge.body.immovable = true; pipes.angle = 90; pipes.position.x = 600; pipes.position.y = -200; game.physics.arcade.enable(pipes); pipes.enableBody = true; pipes.setAll('body.immovable', true); // The player and its settings player = game.add.sprite(32, game.world.height - 150, 'dude'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. Give the little guy a slight bounce. player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.body.gravity.y = 300; // Our two animations, walking left and right. player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); cursors = game.input.keyboard.createCursorKeys(); stars = game.add.group(); stars.enableBody = true; // Here we'll create 12 of them evenly spaced apart for (var i = 0; i < 12; i++) { // Create a star inside of the 'stars' group var star = stars.create(i * 70, 0, 'star'); // Let gravity do its thing star.body.gravity.y = 300; // This just gives each star a slightly random bounce value star.body.bounce.y = 0.7 + Math.random() * 0.2; } scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); } function update() { //platforms.body.position.x++ ; // Collide the player and the stars with the platforms var hitPlatform = game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(stars, platforms); game.physics.arcade.collide(stars, pipes); game.physics.arcade.collide(player, pipes); game.physics.arcade.overlap(player, stars, collectStar, null, this); // Reset the players velocity (movement) player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else { // Stand still player.animations.stop(); player.frame = 4; } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down && hitPlatform) { player.body.velocity.y = -350; } } function collectStar (player, star) { // Removes the star from the screen star.kill(); // Add and update the score score += 10; scoreText.text = 'Score: ' + score; } here's my trouble: why it have invisible physic?. I think problem around here: pipes = game.add.group(); // Now let's create two ledges var ledge = pipes.create(0,400, 'ground'); //game.physics.arcade.enable(ledge); //ledge.body.immovable = true; ledge = pipes.create(600, 400, 'ground'); //game.physics.arcade.enable(ledge); //ledge.body.immovable = true; pipes.angle = 90; pipes.position.x = 600; pipes.position.y = -200; game.physics.arcade.enable(pipes); pipes.enableBody = true; pipes.setAll('body.immovable', true);
  4. NhatNM

    is Phaser 3 not for newbie?

    Many tutorials make me confused Phaser 2 with Phaser 3. Example this: Why they must must split boot -> preloader -> main menu -> game in multi files when they can store all in one file with Phaser 3 (if I'm not mistaken) If I try do same them then I'm doing Phaser 2, not Phaser 3. Is it right? I hope Phaser's deverlopers or comunity will make more tutorials with target is for newbie, the beginers having know nothing
  5. NhatNM

    is Phaser 3 not for newbie?

    Thanks! 😀 I wish they will show simple more than now
  6. NhatNM

    is Phaser 3 not for newbie?

    Hi! I'm new comer to Phaser! I want start learn HTML5 with Phaser. At Phaser homepage I had picked Phaser 3 by its default. After go around and look verything, I see Phaser 3 had less tutorials for newbie like me. Many tutorials for Phaser 2 but they have too differ with Phaser 3, make me confuse. I know C# and Unity, already completed Phaser 3 get start tutorial . So. I have some newbie questions: - What editor can help me easy detect wrong/error line code? - Have more tutorials for newbie? Many questions I need learn. Example how to make multi scenes, etc - Should I remove Phaser 3 and back Phaser 2 for easy learn? Thanks!