mtburdon

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About mtburdon

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  • Birthday 08/30/1987

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    Sunderland, UK

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    martin870

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  1. mtburdon

    Rotate emitter

    Hi, I'm trying to do something that I thought would be relatively easy, unfortunately I've been unable to find the answer. I have an emitter and I'd like to rotate this around 360 degrees in it's current position. I've tried setting it's angle and rotation but they seem to place it at different locations around the canvas rather than rotating it at it's current spot. Am I missing something? Thanks
  2. Hey, Does anyone know if it's possible to make a lines end rounded using Phaser graphics? Cheers, Martin
  3. Hi, Sorry if this has been answered before but I couldn't seem to find an answer. I'm using a timer to give my player a set amount of time to complete some levels. Depending on certain actions I want to be able to give the player more or less time as the clock counts down but can't seem to find out how. I'm using this code to set up my timer: this.timer = this.game.time.create(false);this.timer.loop(timerSeconds * 1000, this.timeUp, this);this.timer.start();Is it possible to update this with an extra 5 seconds or 5 seconds less for example while it's counting down? Thanks.
  4. mtburdon

    Show FPS

    Perfect, thanks!
  5. mtburdon

    Show FPS

    Hi all, Quick question, I'm sure I've seen this in the examples but can't seem to be able to find it. How do you show the current FPS when debugging? Cheers.
  6. @Ninjadoodle, I'm afraid I can't answer that question, I think Rich would probably be the best person to answer a question on Phasers direction. @clark, nope, the whole things scales. I have my assets designed in the PSD set to 1136 x 640 and when adding them to Phaser the assets as well as their hit zones scale together
  7. You're right, I can make do with Arcade physics here and use a tile size of 16px. Cheers mate
  8. If it helps, I'm currently achieving HD graphics by setting up the game with the following game = new Phaser.Game(window.innerWidth * window.devicePixelRatio, window.innerHeight * window.devicePixelRatio, Phaser.AUTO, 'gameContainer');and using game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;game.scale.setScreenSize(true);I'm then making my assets double size so my PSD for iPhone 5 screens is 1136 x 640
  9. Thanks for your reply lewster32, Sounds as if P2 would be the way to go then. One concern would be that I'm looking to make this a mobile game but Rich mentioned that P2 seemed to struggle a little on mobile in this post. Would this be much of an issue from your experience (or anyone else looking in at this post)? Looking at P2 as the way forward, this seems a good example of sprites with non-square objects and collision detection. I notice in the code example it loads the 'polygon data' into the objects which I imagine is setting the objects boundaries, can this be done through Tiled as I'd be looking to create each cave/level using it? Thanks for your help and insight, I'm relatively new to this!
  10. Hi all, I'm looking into Ninja physics and specifically the tilemap example. I'm curious as to how the points on the map are defined, I'm assuming it's with the following line var slopeMap = { '32': 1, '77': 1, '95': 2, '36': 3, '137': 3, '140': 2 };However there's no description as to where these numbers come from, are they generated/set using Tiled and if so how should I be going about this. Also, is it possible to detect when the ball in the above example hits part of the map/tiles? What I'm wanting to do is create a game where the player is a rocket going left to right inside a cave which would be a pointy map/land above and below the player, would this be the best route for implementing such a game. Thanks, Martin
  11. Hi everyone, I'm going through a game I've been developing and updating it from v1.1.3 to v2.0.3, however I seem to have come across a small issue. After updating, the gravity on my player seems to act a lot differently than before. When updating I've enabled Arcade physics and enabled it on my player, when my player drops into the game now (with player.body.gravity.y set to 17 as before) it does so very slowly rather than dropping in at a normal speed. Also, when jumping, the player flies off into the sky rather than a short quick jump. Am I missing something or should I be using a different physics engine here? Thanks, Martin
  12. mtburdon

    shake effect

    Hi jackrugile, that was what I thought but it turned out it actually was being run still, strange one!
  13. mtburdon

    shake effect

    This was something I was looking for too and works perfectly. I am however having one very small issue, when it normalises after shake, I sometimes get a 1 or 2px gap to the right or bottom of my game screen. Is anyone else seeing this or know why it would be doing this? EDIT After testing a little more it seems to be something to do with setting the first two params in the setBounds function, when removing rand1 and rand2 and keeping them as 0 it doesn't seem to happen and you still get a good shake effect for anyone coming across this issue. Would still be good to understand why this is happening though as these values are getting reset to 0 afterwards anyway.
  14. Hi jpdev, Thanks for your answer, for some reason this doesn't seem to be working for me, I'm getting no objects added to the group I did however manage to get a workaround before I got your answer where I basically increase the bounds of the game and move the camera between 3 predefined locations which show the different world levels. Thanks, Martin