mariogarranz

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mariogarranz last won the day on December 21 2013

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About mariogarranz

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  1. I'm trying to create different groups of tweens that I may want to pause and resume based on the group they belong to. For other stuff such as timers, I'm creating my own Phaser.Timer objects, so I can just add Phaser.TimerEvent objects to them, then by just pausing the timers that I want, I can control all the different events easily. However I don't see an easy way to do the same in Phaser. Right now I'm thinking of creating arrays of the tweens myself that I will later loop trough to stop or resume them, but I was wondering if there is any built in functionality that would allow me to do the same?
  2. So, recently I created my own tweening functionality to overcome some issues I was having with Phaser's ones and make it fit my needs a little better. While doing so I realized Phaser, and apparently many other engines out there, precalculate the tweened values and store them into an array that's later used to update the object's values instead of calculating the value update on every frame. The way I see it, if calculating all the values for a tween that will be played for one second takes, let's say, 1 ms, I would prefer to have those calculations done in 1/60 ms during the whole second, as the impact on performance sounds lower this way than having a CPU intensive frame while the rest are all lower. Is there any good reason to do this that I'm missing? PS: Also, what I was considering is building some sort of tween cache, where I do actually store tween progressions (0-1) for a certain type of tween and time so I can reuse them multiple times, even with different object or values, would be happy to hear if anyone ever used this or if has some interesting thoughts on it.
  3. So, I'm working on a project that will make use of Kinect, and I would like to translate certain coordinates I'm calculating based on the input recieved from the device into x and y values in the screen. In order to simplify the code, I thought the easiest way to handle it would be to use some pointers whose position would be updated by myself in code, and then rely on Phaser's event detections for overlappiing. Of course I can just use Phaser.Point objects and do the overlapping calculations myself, but I was wondering if there's an easy way to control some Pointers myself, as the InputManger pointer list is meant to be read only.
  4. @chg Thanks a lot for your reply. I've barely worked with 3D environments, so I'll dig into it definitely. Anyways, correct me if I'm wrong, but I understand that the z value you're saying, which depends on x, y and layer index, I guess, must be recalculated when the tile is moving, right? Because that's something I would like to avoid.
  5. @chg Maybe you did and I don't understand it. What I can tell is every tile must be drawn only AFTER: 1 - All tiles in all layers with lower column or row value have been drawn, except in case they intersect (they share a column or row and are close enough to visually overlap). 2 - All tiles in lower layers which intersect with it have been drawn. I don't think it's just about the view vector, but maybe I'm not understanding your suggestion. Take this example I'm attaching. I drew the zIndex corresponding to each tile. Tile 2 and 6 are on the highest layer, yet tile 2 was drawn before most of lowest layers tiles, because it has a lower row and column. Tile 6 has a lower column and row than tile 5, but must be drawn after, because they are intersecting. @drhayes I'm not sure I can do the moving layer, since finding it's zIndex sounds as complex as the rest of the problem, but it may be. Thanks a lot for all your replies, maybe we don't completely understand each others because the problem is a little bit complex to be discussed here, but all your replies are very valuable to me!
  6. Thanks everyone for your replies again, the problem is actually more complex than it seems and maybe I didn't express myself very clear, but I'm afraid most answers don't solve it. What @Tom Atom suggests doesn't work in a 3D matrix of tiles, and just adding the depth as another value doesn't work either, because tiles on lower layers must be drawn AFTER tiles on higher layers with lower column or row, but BEFORE tiles on higher layers with higher column or row. That's the generic logic. However, when tiles are overlapping that creates a special case, because even if a tile is on a lower column or row, it must be drawn AFTER the tile that it's covering is drawn, which breaks the whole ordering process (you can't follow a straight pattern to assign z indexes anymore). @drhayes, what you suggest doesn't work either. That's the way I did it on the game I showed in the first image. What happens then is that as soon as the tile starts moving it is drawn on top of all other layers, but what if that tile is partially covered (ie: there's a tile one row closer to the player's view and in a higher layer) then that tile is suddenly drawn on top of it, which breaks the whole 3D effect. I was thinking about it the whole weekend and I'm not sure if there is any solution to it, but my best guess is building a data structure that detects tiles that should be drawn behind each tile. Then start assigning the lower z index to the tile that does not have any tiles drawn behind, and remove the dependency from this tile for all tiles that required it to be drawn first, repeating the process until all tiles have been assigned a z index. If there is a solution to the problem then this algorithm should find it. However I doubt it's a very efficient system, and should be called many times during the game because more layers of tiles keep being added to the board.
  7. Thanks for your replies. I forgot to mention something that's very important to this problem: There is an animation where a tile moves vertically. This means I can't have layers (the example game image has layers) because a tile can animate vertically so it should still be drawn on top of tiles being on higher layers on columns that are to its right. I created a sample image I'm attaching. The yellow tile is the reference one. Red tiles are the ones that should be drawn behind it. Green one is drawn on top of it. As you can see there is a tile on a superior layer that's drawn behind it. This is so because when the yellow tile moves up following the arrow direction, it should still be drawn on top of it to keep the perspective. The picture as it is, I already solved it with the sorting algorithm added on my original post. But things get a lot weirder when tiles can be on intermediate positions and I'm starting to think it's impossible to solve with Phaser's sorting system.
  8. So, I'm trying to achieve a realistic mahjong 3D tile sorting with Phaser. Tiles are sorted on layers (the lower the layer index, the higher), and have a column and a row value as well. Every tile occupies 2 rows and 2 columns, so they can overlap horizontally and vertically with 2 tiles at the same time. The thing is I can't find a sorting algorithm that works in all situations. I came up with this messy function that works in almost all cases: if(a.row === b.row - 1 || a.row === b.row + 1){ return a.layer.index < b.layer.index ? 1 : -1; } else if(a.row > b.row){ return 1; } else if(a.row === b.row){ if(a.col === b.col - 1 || a.col === b.col + 1){ return a.layer.index < b.layer.index ? 1 : -1; } else { if( a.col < b.col - 1){ return 1; } else if(a.col <= b.col){ return a.layer.index < b.layer.index ? 1 : -1; } else { return -1; } } } else { return -1; } However, when there is a tile that is covering another 4 tiles on the lower layer (one quarter of each), the whole sorting algorithm becomes unpredictable and creates weird situations. I know the customSort function does not compare all tiles one to another, but inferes their z value with the sorting algorithm. So maybe what I'm trying to achieve is technically impossible with Phaser? This screen shows an example game using the same graphical tile positioning.
  9. I also opened a topic about the exact same thing with your exact same conclusions: http://www.html5gamedevs.com/topic/18183-tweenmanagerframebased-not-working-as-expected/
  10. After upgrading some games to Phaser 2.4.3 we noticed some animations were suddenly playing really fast or really slow (depending on devices). Some bug fixes regarding this were added on 2.4.4, but the problem was still there. This bug seemed to affect only Tween animations so I checked the docs and found this value: TweenManager.frameBased: According to this, the default behavior should be the same as in previous versions of Phaser, however it seemed to be the opposite, since the animation duration was now being dependant on the speed of the device. I tried setting frameBased to true and everything appears to work fine now (even though I'm still sending the time parameter as milliseconds, not in frame numbers). Am I missing something here or is the functionality bugged?
  11. Thanks for your reply alagatar. My main question is how do you detect the actual window size, since it seems to be returning a value that does include the part of the window covered by the bottom bar. I get from your message that if you add some delay after the resize this value is correct?
  12. I'm developing a card game that is played in landscape orientation. In iPhone the game goes full screen as soon as it is in landscape, but because cards to be played are positioned at the bottom of the screen, pressing on them triggers the appearance of the navigation top and bottom bars again. It is really necessary to have input in that area of the screen, so changing it is not an option. Also, when these bars appear game doesn't rescale properly. I assume Safari is sending a wrong window.innerHeight value, because part of the game is still displayed behind the bottom bar. Is there any way to detect the actual visible area in this case? How do you guys deal with iOS 8 safari in landscape? Thanks in advance for any help
  13. Android stock browser has a bug that causes the RAF to freeze when it loses focus, even it the tab gains focus again. I created a workaround for this, forcing raf.stop(); and raf.start(); everytime the tab gains focus. This workaround worked fine until I updated some games to version 2.3, then it crashes games with the following error: Uncaught TypeError: Property 'cancelAnimationFrame' of object [object DOMWindow] is not a functionI checked the RequestAnimationFrame update history, and nothing has changed there in version 2.3, but the same game doesn't have this bug with older versions. Any idea on why this may be happening just with 2.3?
  14. Thanks stauzs. I use Images whenever I can. In this case, however, I need physics on them, which means they have to be Sprites I'm afraid.
  15. Hey guys, thank you all very much for your responses. @MichaelD: I know it's something about the game itself, because I have made many other games that work on tablets and smartphones and they performed well, as this one does when I have less than 100 sprites created. About tweening, well, these performance issues happen even without animating, but I find tweening less expensive than physics and use it a lot. I guess I could make some improvements by recycling tweens (though Phaser Tween system is not very friendly with this idea AFAIK) but yet performance sucks even without any animation so that's definitely not the problem. @ZoomBox No, I didn't try that. I never use kill, just set exists and renderable to false, I'm not sure if there's a big difference between those, but I will look into it and give it a try. Thanks @spinnerbox Yeah, I already use atlases for these images, they are all inside one single atlas. But thanks for the tip