Robert O'Rourke

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About Robert O'Rourke

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    sanchothefat
  1. @eyesparky you too! It was really good, very minimal on the instruments, intimate gig

  2. Awesome! Need to get back into testing with v2. Had to stick with 1.1.6 to get a project out of the door but super happy to see you're still going strong on development. It's amazing to watch.
  3. Hmm. A tileset could well behave differently but I thought you were just checking for overlapping of the 2 sprites? Do you want the sprites to move through the tiles? I know there's a fair bit of a todo list relating to the ninja physics engine. One thing you could try is to enabling a basic type of body for the objects eg. what happens when you use the following?: game.physics.ninja.enableBody( objects.p1 );game.physics.ninja.enableBody( objects.p2 );
  4. Hi again, What does your callback function look like? You might need to provide all the arguments for the overlap function eg: function update( game ) { // the 4th argument can be an extra callback to decide whether onOverlap should be called depending on if it returns true or false // the last argument is what 'this' inside the onOverlap callback is set to eg. 'this' or 'game' game.physics.ninja.overlap( objects.p1, objects.p2, onOverlap, null, game );}function onOverlap( p1, p2 ) { // p1 is the first sprite passed in // p2 is the second // example picking up a medikit p1.health += 10; p2.kill();}
  5. Do you have an example from the code you're trying? I got overlap detection working but not the process callback.
  6. Thanks @valueerror, going to take me a while to figure out P2 fully eg. when to use broad/narrow etc...
  7. Sorry Arlefreak I should have said I specifically need to use circle collision detection which the Arcade engine no longer has.
  8. Ok so it seems that P2 may not be ideal for this. I loved the simplicity of the arcade physics engine and the setCircle method, they worked perfectly for me. I'm trying now to use the NINJA physics engine as that correlates much more closely with the way Arcade was working in v1.1.6 eg. it has the same overlap and collides methods and it also is more suitable for mobile device CPUs. I'm finding all sorts of problem with NINJA compared to Arcade though especially when using groups and colliding sprites within those groups. I'll either have to dig through and try to patch up NINJA or beg Rich to reconsider adding setCircle and setPolygon back into the Arcade physics engine!
  9. I'm not convinced a complete reference book is a good idea while the library is still developing. A physical book can end up out of date so quickly so my opinion is that teaching the methodology and approach to actually coding, structuring and organising different types of games is more important.
  10. Hi, I've just started porting a bunch of games from version 1.1.6 and I'm struggling to work out how to get the same effects using P2 that were pretty straight forward with the Arcade physics engine. Because setCircle() has been removed from the Arcade engine I need to use P2 to make sure my collisions are correct. Here's a snippet from my update loop previously where I was checking if a radar 'blip' overlapped any of the other blips in the this.blips array: this.game.physics.overlap( plane.blip, this.blips, function( blip1, blip2 ) { this.onCrash();}, function( blip1, blip2 ) { return blip1.group.alive && blip2.group.alive;}, this ); So I'm looking at using body.onBeginContact.add() but that seems to cause the sprites to start interacting with each other which I don't want. Any suggestion on how to recreate the above? The physics.overlap method before was so simple!
  11. I'm still seeing this problem with v1.1.6. It could be because I'm not running the game full screen on its own page though, it's embedded in a webpage. I try the above test case with 1.1.6 and report back.
  12. I found this playtomic self-hosted backend server and got it set up locally without too much hassle: http://playtomic.org/ When I created it and ran a few API calls I noticed it has tables labelled as 'Ban' lists. I haven't dug through the code much but hopefully it means it has some sort of detection for spammy submissions. You can also be explicit about the Allow-Access-Origin header so the request has to come from your game URL. I know people can still use the console but seeing as you can store game variables on the server it could certainly help. I guess obfuscation and something like playtomic is the way to go.
  13. I switched my checkout to branch 1.2 (v2.0.0?) and after building with grunt I still had issues with setCircle() not being defined. Also game.physics.enable() was undefined... Sure I must be missing something as earlier in this thread someone had the same problem. Should I be including the whole library as separate files from the src directory?
  14. It's interesting all this. I'm not really bothered about locking down the actual code as it's the intellectual property that's important, plus 'view source' is basically how I learned front end development to begin with! One thing that's difficult to lock down with HTML5 games is folks gaming the system by faking ther scores etc... via the console. Bit annoying if you want to run a leaderboard. That's something I'd like to find a secure solution for.
  15. No problem, maybe I misunderstood how the touching property was supposed to work. To be honest I'm new to phaser.js as well!