Kiwi404

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  1. Kiwi404

    Dismemberment function, any advices ?

    @BdR i need a destination bitmapData to do all the copyRect... work and then apply this new texture to the image. So if i understand what you mean, the 6 images have already a bitmapData associated (when they are instantiated) and i should use it instead of taking another bitmapData ? Thanks
  2. Hi, Is it relevant to apply a pooling system to Phaser's Tweens in optic to reduce the garbage collector invocation ? Because this subject as already been asked but dont find a clear answer : Thanks
  3. Hi, I'm making a dismemberment function of a sprite (human) when it died. This is how i see it : Get 6 bitmap (pooled) Copy with copyRect part of the sprite's texture (legs, torso, ...) and eventually resize these bitmaps Get 6 Image (pooled) and apply theses different textures Play some tweens to make parts fly randomly When tweens finished, free the 6 bitmaps and 6 image ( return to pool queue) Do you have any advices ( performance, ...) about this way ? Thanks
  4. Kiwi404

    Reuse Emitter, bug or bad use ?

    Sorry it's a bad use ( i started the emitter outside of game state's update function, so there was randomly an out of sync ). No problems now.
  5. Kiwi404

    attach an emitter as child of sprite

    It seems this is not a "bug", but a planned change in Phaser since 2.7.7 to deprecate the update way of particles : https://github.com/photonstorm/phaser-ce/commit/cbe101fee2cdcb7add64e31aa1f289a13f9c8108 https://github.com/photonstorm/phaser-ce/commit/3ea0260777fccd7529e535693a920218a1645cde https://github.com/photonstorm/phaser-ce/commit/3a4c500f96536a27b90b78bb654f370bc0461757 I was able to make it work again ( emitter as child ) in the last build 2.10.6 by bringing back deleted "update" method of "src/particles/Particles.js" : update: function () { for (var key in this.emitters) { if (this.emitters[key].exists) { this.emitters[key].update(); } } } and re-append his call in updateLogic in "src/core/Game.js" : this.state.update(); this.stage.update(); this.tweens.update(); this.sound.update(); this.input.update(); this.physics.update(); this.particles.update(); this.plugins.update(); But i think that if they were deprecated it's for a good reason, @samme can you explain us how to get children emitters work in the 'normal' new way ?
  6. Kiwi404

    attach an emitter as child of sprite

    This bug is always present in 2.10.5 which forces us to come back in <= 2.7.5
  7. Kiwi404

    Reuse Emitter, bug or bad use ?

    Hi, Is there any method to reset an emitter properly to be reused ? because i reuse a set of emitters but sometimes when i reuse a previously used emitter it show quickly his last state (repartition of particules in their last coordinates) and then restart his animation, so i wonder if is it a bug or a bad use. EDIT : It's a bad. Code used to instanciate the emitters in the poolEmitter (extended Phaser.group) instance : em = game.add.emitter(10,16,30) // some emitter settings (minRotation, setXSpeed,makeParticles...) em.kill() this.add(em) Code used in the poolEmitter instance to get a free (dead) emitter : let obj = this.getFirstDead(false) obj.revive() obj.x = x obj.y = y return obj Code used for exploitation of the emitter : let em = poolEmitter.create(player.x ,player.y) em.explode(800,30) setTimeout(function(){ em.kill() em.on = false em.visible = false /* em.forEach(function(p) { // I try this to hide the particule manually to avoid to be showed in their last coord when reuse the emitter, but dont work p.alpha = 0 })*/ },900) Thanks
  8. Thanks to your answer i have found a detailed explanation https://gamedev.stackexchange.com/questions/30425/vector-based-fonts-vs-bitmap-fonts-in-2d-games To summarize if you are concerned mainly about performance go with BitmapText. Thanks @samme
  9. Thanks @tips4design, its indeed what most others are saying. Is there any technical reason for that ?
  10. Hi, Which is the most efficient way when you need to deal with many text to display (mobile/pc) ? Because i spent times on forum and didnt find a clear answer (sometimes Phaser.Text, but often BitmapText) : Thanks
  11. Kiwi404

    check if any sprite exists at x,y coordinates

    Indeed I saw it while experimenting, it use physics bodies coord instead of sprite's coord. Thanks !
  12. Kiwi404

    check if any sprite exists at x,y coordinates

    Just a last question @samme, is there an equivalent of getObjectsAtLocation based on sprite's physics body or i need to check it manually by iterating over the array returned by this function ?
  13. Kiwi404

    check if any sprite exists at x,y coordinates

    Thanks you @samme exactly what i need !
  14. Kiwi404

    Retrieving tiles that are adjacent to character

    Thank you @samme exactly what i need ! EDIT : Sorry wrong thread...