PixelPicoSean

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PixelPicoSean last won the day on March 9

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About PixelPicoSean

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  1. PixelPicoSean

    Parallax Background

    Yes you can use "tilePositionX = -camera.scrollX" just like that, but for a parallel background I think you can simply set "scrollFactorX" of it instead.
  2. PixelPicoSean

    issues adding sprite

    Since you are using impact physics engine, you'd use `this.impact.add.sprite(...)` instead.
  3. Container is exactly what you are looking for. It is still WIP and can be found in the `container` branch.
  4. PixelPicoSean

    Ground collision with tilemap

    // your collision tile id is 3 collisionLayer.setCollisionBetween(3, 3); // or use setCollision method collisionLayer.setCollision([3], true); // the same methods can also be called from tilemap instance
  5. PixelPicoSean

    Rendering geometry with matter

    The matter render system is not used in Phaser3. You can take a look at how the debug drawing work, and use graphics to draw the shape manually.
  6. PixelPicoSean

    Scaling the canvas for pixel art

    `pixelArt: true` instead of `pixelart: true` ?
  7. PixelPicoSean

    Running into trouble making my first game

    In methods of your scene class/object. `this` is exactly the scene instance.
  8. PixelPicoSean

    Load tilemap

    function preload(){ this.load.image('gameTiles', 'tiles_spritesheet.png'); this.load.tilemapTiledJSON('level1', 'map.json'); } function create(){ this.map = this.add.tilemap('level1'); var tileset = this.map.addTilesetImage('tiles_spritesheet','gameTiles'); this.backgroundLayer = this.map.createLayer('backgroundLayer', tileset); }
  9. PixelPicoSean

    Running into trouble making my first game

    Game instance should not be used for creating objects and input event handling, use the scene instead. // Create objects from a method of scene this.add.sprite(...) // Subscribe to input events of a scene this.input.on('pointerdown', function(event) {}, this)
  10. PixelPicoSean

    Phaser 3 Collision Group Matter.js

    Take a look at the collision filter example: http://labs.phaser.io/view.html?src=src\physics\matterjs\collision%20filter.js
  11. PixelPicoSean

    Running into trouble making my first game

    There're no Signals in Phaser 3 any more. For input events you can do this: pause_label.on('pointerup', function(event) {}); And enable input listeners: pause_label.setInteractive();
  12. PixelPicoSean

    What would you recomend to replace Signals?

    There're a lot of FRP libraries, I've used kefir.js and flyd, both of them are really great (and also support EventEmitter like interface) and much better than Rx IMHO.
  13. PixelPicoSean

    Arcade.Body : body.blocked (any) is always false

    Currently `blocked` only shows whether a body is collide with world bounds, I don't know whether that is a bug or by design. For your purpose, check `touching.down` instead.
  14. PixelPicoSean

    What would you recomend to replace Signals?

    The DOM API uses Event Emitter like approach, and you can still use Promise and Rx on top of that. And Rx does have event emitter support, you only need to create streams for the events you are going to use.
  15. PixelPicoSean

    Prevent a game object to be affected by the velocity

    var columna = this.physics.add.group({ gravityY: 0 });