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. Robert O'Rourke

    Phaser 2.0.2 Released

    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. Robert O'Rourke

    Ninja Overlap Detection

    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. Robert O'Rourke

    Ninja Overlap Detection

    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. Robert O'Rourke

    Ninja Overlap Detection

    Do you have an example from the code you're trying? I got overlap detection working but not the process callback.
  6. Robert O'Rourke

    Best way to recreate old physics.overlap() using P2

    Thanks @valueerror, going to take me a while to figure out P2 fully eg. when to use broad/narrow etc...
  7. Robert O'Rourke

    Best way to recreate old physics.overlap() using P2

    Sorry Arlefreak I should have said I specifically need to use circle collision detection which the Arcade engine no longer has.
  8. Robert O'Rourke

    Best way to recreate old physics.overlap() using P2

    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. Robert O'Rourke

    Official Phaser 2.0 Book - Looking for feedback

    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. Robert O'Rourke

    Incorrect game.input.x/y values on click with scaled stage

    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. Robert O'Rourke

    Securing HTML games is it possible?

    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. Robert O'Rourke

    Please help test Phaser 1.2

    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. Robert O'Rourke

    Securing HTML games is it possible?

    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. Robert O'Rourke

    parabolic knock back

    No problem, maybe I misunderstood how the touching property was supposed to work. To be honest I'm new to phaser.js as well!