ol-web

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  1. ol-web

    Problem with the Camera in Phaser 3

    had the same problem. 3.11 fixed it and the smooth zoom animation is awesome.
  2. Is it possible for an arcade sprite to collide with a matter sprite?
  3. I stumbled upon this in the examples: link The new lights feature is pretty cool but it "shines" through other tiles whereas an actual light would only shine at the outer tiles. But still, it exists so maybe there's more light related stuff coming up? Raycasting would be a very welcome addition. The example here seems to be popular but it's in Phaser 2 and is... well, complicated. And custom implementations probably aren't as performant as native ones could be. So is raycasting and/or others ever gonna appear in Phaser? It would be amazing to have some kind of RayCaster as a game object where the user can just pass references to tile layers, sprites and other game objects to cast rays on them and use it to generate light or checking whether something exists within the raycaster's "view". Would be helpful not only with graphics but AI as well.
  4. ol-web

    Game Scale plugin

    just what we needed, thanks! i wish you published it to npm too.
  5. oh, that's lovely! so I can make a huge map then. what about sprites scattered all around the map? are they rendered and collision-checked only in camera view too or is better for performance to handle myself?
  6. Let's say I make a game in Phaser that: contains just a single scene on that scene there is a giant tilemap loaded with collisions set with ,setCollisionBetween() or similiar there are multiple sprites scattered all across the map, they collide with the player How does Phaser handle the tilemap, the sprites and collision in this case? Does it update the entire tilemap wherever the player is or only the chunk that is currently within the camera bounds? Does it check collisions with tiles and sprites that are only within the camera bounds or everywhere on the map despite the player not even being there? Is everything built for me internally or do I have to implement my own tile,sprite and collision loading to not waste performance?