jjimenez

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About jjimenez

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  1. Wow! Thank you very much valueerror. That's exactly what I was looking for.
  2. Thanks a lot for the answer valueerror. In your case, you have used for the map, I guess that it could be also possible use the same approach for a movable object, an enemy for instance.
  3. Hi, the latest weeks I have been working on a little game. This is my first game using Phaser, so at the begining I started using the arcade physic system. But, with the arcade physic, it's just possible to handle sprite collisions by boxes. As far as I know, to create a sprite with other kind of collision shape, you need to use another physic system, like ninja. I was looking some info in the internet, and seeing some examples in the phaser official page. The only way I found to do that, was to use ninja physic, and create a tile with it in this way: game.physics.ninja.enableTile(sprite, TILE_SHAPE);Reading the code in the examples, I understood that, the possible tile shapes are those in this picture: http://examples.phaser.io/assets/physics/ninja-tiles128.png My problem was that my sprite didn't fit any shape in the picture. So finally, what I did was to create a group with two sprites, each of the sprites has it's own tile with a different shape (in my case, these shapes were 21 and 22). And then, apply the movement and all required properties to the group or to all the sprites in the case i needed it. My question is, is this the right way of doing this? Or is there any better way (cleaner, efficient, etc.) of doing this? Thanks in advance!
  4. Hi rich, I am new using phaser, I have tried your new "Project template", and I got an error about "BasicGame is not defined". It is necessary to define "BasicGame = {}" before first use in Boot.js, right? maybe it's a tiny bug of the template?