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About pandavigoureux29

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  1. pandavigoureux29

    [Game] Kimis' Rescue

    Hi all ! I've been working on a game called Kimis' Rescue. It's a platformer in which you control Komo, a little animal who needs to save his children. You can collect 3 different powers to achieve this goal : the blade, the hook and the hat. You can watch the trailer here : And you can play the demo here . This game has been done using the LREditor, from the LadybugRiders. Thanks for playing and feel free to comment PS : also, it seems the level selection menu is freezing on some computers but I have never been able to reproduce this behaviour. If someone having this problem could look in the console to see if there's an exception, that would be a huge help ! thanks ! ( refreshing the page seems to solve the issue)
  2. pandavigoureux29

    Change sprite group?

    @InsaneHero : Thks and sorry, I used a code of mine that had different variables names and mix them while editing them.
  3. pandavigoureux29

    Change sprite group?

    If you want a piece of code : [Edited after InsaneHero's comment] var oldParent = sprite.parent;oldParent.remove(sprite);newParent.add(sprite);
  4. pandavigoureux29

    Phaser Debug Module

    Hi Thanks for this module, I'm using it a lot, especially for the draw calls. Regarding these, I noticed that Object not displayed in the camera are still increasing the number of draw calls. Isn't that weird? I know this might be a Phaser issue, but did you also noticed that? I managed to decrease them by setting the alpha of "unseen" object to 0, but I wanted your advice on this ( as I have to constantly check if a sprite is in the camera or not == more CPU usage ) Also, I get (N/A) draws when playing in the browser from my tablet. Cheers
  5. Hello! I want to load my assets directly from GitHub but to do that, I have to specify the HTTP Header "Accept: application/vnd.github.v3.raw". I am able to load my GitHub assets with a XmlHTTPRequest and give the result to an Image (not Phaser.Image) instance, for example, but the Phaser's Loader can't because I can't set any Header. I've digged through the Loader's code and I'm able to submit a contribution to Phaser but my question is: "Is Phaser interested by this functionnality?" I can create my own external loader but I think it will be better integrated if it is in the Phaser's loading flow. Thank you!
  6. pandavigoureux29

    Cross Origin Issue from Github

    Hello ! I'm trying to load an image from a github repository into via Phaser. I basically do something like this: var path = "";loader.spritesheet( name, path, width, height);Image that you can see here, just to show you it's accessible. I've tried doing my own XMLHttpRequest, and display the image in a <img></img> and it was working quite well. So, I looked in the forum and then set : loader.crossOrigin = "anonymous"That doesn't work either, as I still get the following error: Image from origin '' has been blocked from loading by Cross-Origin Resource Sharing policy: The 'Access-Control-Allow-Origin' header has a value '' that is not equal to the supplied origin. Origin 'http://localhost:5000' is therefore not allowed access.I know about crossorigin policy but github shouldn't block me, if i believe the doc Thanks for your help
  7. pandavigoureux29

    TileSprite input problem

    Hello, I have an issue with TileSprites and InputHandler. The problem is that the tilesprite is not selectable outside its source image frame rectangle... well I think an image is better to explain this : As you can see, I have an image that I have tiled three times. Only the one in the middle allow me to select the object ( anchor is (0.5,0.5) ) Thanks for any idea
  8. pandavigoureux29

    call function once a second when key isDown()

    You may want to use another way than checking the key's status in the update() Try this for example : //add a key that will get events on itvar upKey = game.input.keyboard.addKey(Phaser.Keyboard.UP);//add shoot() to the onDown SignalupKey.onDown.add(shoot,this);To know which key you can add, you can check Phaser doc here
  9. pandavigoureux29

    [2.2.1] TileSprite loadTexture crash

    Fixed in version 2.2.2
  10. pandavigoureux29

    [2.2.1] TileSprite loadTexture crash

    I've added a new issue on the github. Should I close this topic?
  11. pandavigoureux29

    [2.2.1] TileSprite loadTexture crash

    Hi, I've been encountering an issue since I uploaded to 2.2.1 I want to load a texture tilesprite.loadTexture("imageName");With sprites, it works fine. But with tilesprites, it crashes : Uncaught TypeError: undefined is not a function at phaser.js 10857 I went to phaser.js to see the line that looks like this : PIXI.updateWebGLTexture(this.tilingTexture.baseTexture,;It seems that PIXI.updateWebGLTexture is undefined ! ( I console.log it ) Just so you know, I'm in WebGL mode. Thanks for your help
  12. pandavigoureux29

    Phaser 2.2.0 "Bethal" is Released (+ 2.2.1 Update)

    HI Rich ! Thanks for the release. I have a question though : did you change the way debug bodies are displayed (with P2)? I seem to have a problem with them, although the collisions are okay Edit : my bad, this is working now. My P2.Body override had to give the debugBody its position ( it didn't need that before)
  13. pandavigoureux29

    Batching and TileSprite

    hi all, I've been trying to improve performance on mobile devices. For that, I'm watching draw calls with a plugin I found on this forum ( can't seem to be able to find it again though ) What I've learn by testing it is that mutliple tilesprites using the same texture are inducing a draw call each. Is that something to be excpted? Does sprite batching only work for sprites? Thanks
  14. pandavigoureux29

    Understanding CPU usage

    As xerver said, "draws" refers to draw calls. From what I recall, a draw call is a call from the CPU to the GPU, sending data like vertices, transform matrices and textures, in order to draw on the screen every frame. A sprite usually induces one draw call. But if two sprites share the same texture, they can "share" the draw call, then inducing only one draw call for two different sprites ( it's called Batching) To reduce draw calls, you can use atlases, which can regroup mutliple textures of different sizes ( unlike spritesheets ), though this require some extra work, using a software like TexturePacker ( or a FREE one here ). Another solution may be to regroup your assets with a similar size in a spritesheet, then making your own restrictive atlases.
  15. pandavigoureux29

    P2 physics constant velocity

    Well this could help you : Using contactPointA ( or B, I'm not sure of the order, you may have to compare the bodies in collision with the bodyA & bodyB ) from the contact equation, you may be able to find the direction to push the balls to.