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About agmcleod

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  1. Ah, just responded to your PM. Yeah you should be able to simply do:; That will keep the container itself intact, but just detached from the game world.
  2. You downloading from this page? It's possible something was wrong with github.
  3. Be sure you the z-index isn't getting overwritten. `me` is in global scope, so you can access the game world in realtime via developer tools. Traverse the scene graph, and see what the z-indexes are. Figure out why the images arent appearing above.
  4. Not too sure of the specific answer, but be sure to keep in mind that the sprite positions will be world based, and you need screen based. Further more, if the canvas doesn't take up the whole screen, you'll need to account for the offset position relative to the html body of the canvas element itself.
  5. For UI, it's best to use an instance of me.Container, with the floating set to true. floating means it will use screen coordinates, not world coordinates. Implement the draw method of each container to have a semi transparent opaque white background. draw() is passed the renderer, which has methods for setting alpha, and drawing coloured rectangles. Be sure when overriding draw() on a container to call the super method as well. From there, add each of the menus as a child. I would then have the slide out menus as another container, and then show/hide them based on clicks of the main menu items.
  6. I would probably use a single game state actually. Where the movement aspect would be one instance of me.Container, and the fight would be another me.Container. That way you can remove and add those as you please, leaving them in the previous state that they were in. The me.state stuff is fairly destructive, the idea is it removes everything. You could potentially setup an instance of me.ScreenObject to handle reloading the state in onResetEvent, but personally i think managing separate containers might be easier
  7. Can reproduce, just running the webpack command through terminal. I wonder if maybe it's a bug with at-loader?
  8. Not sure of the answer as I have yet to work on an isometric game, but for debugging it, I would see how the coordinates turn out for your addPoint calls, and compare them against the ones of the blue tile. It might be worth noting, that one needs to generally convert screen coordinates to world coordinates.
  9. Are your HUD elements drop targets? If they're just drag targets it should work fine. In what way is it getting attached to the previous image? Some code & screenshots can help us help you
  10. Could it be that the dragEnd is some how firing on those other entities as well? Have you tried logging to see which IDs are getting removed? Entities should have a this.GUID property available.
  11. Hello, Glad you're liking MelonJS so far. Unfortunately the API does not support a skip processing tileset setting. But it's not a bad idea! Logged an issue against it, so it's something we could add in the future.
  12. Hi there. I can't speak from experience on building multiplayer experiences, but I know others have leveraged to do multiplayer with MelonJS. For rendering other players, you can setup the RxJS observables to update the position of a given entity in the scene, and ensure that when doing so, the update() method for those entities return true. MelonJS is also really customizable, and is pretty flexible as an engine. I've written a fair bit of custom code to do the rendering style I wanted for my most recent game. So it shouldn't be an issue to hook it up the way you want to. It's worth noting that physics/collision is corrective. The idea is that you move an object, it overlaps with another object. The collision system realizes this, and subtracts the overlapping rectangle from the position of the moving object (or which ever is governed the target). So basically, if the physics system/coordinates of entities in melonjs is out of date with the positions on the server, it's not difficult to correct the scene by updating all the coordinates.
  13. Hi there! You can change this line here: to do: me.state.change(me.state.MENU); That will load the menu screen :).
  14. That classic error. At least let/const usage in es6 will help prevent
  15. Worked for me, thanks @Lsmjudoka