stnight99

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  1. Hello Guys, I'm making a simple game on which its canvas dimension is 800x600 and I have a tilemap of 240x420, is there anyway to align it on the center of the canvas? I'm currently struggling on playing the layers anchor and position. THanks
  2. @mcolman Thanks for this, gonna check this later Do you have any live example on how to use this?
  3. @mcolman That's great!! I wanna see your GridLayout class. And maybe you should create it as a plugin
  4. @drhayes I mean, if PhaserJS have a functionality to create grid. I'm creating a memory game, so i need to position the cards dynamically, for example if the config from the server says the game should be 4x6, or 6x10, then create an exact grid for the cards.
  5. Hello Team, I wanna ask if there are some way to create a grid, for example, i would like to create a 4x4 grid, and each grid i will insert an image, is this possible on PhaserJS? Thanks
  6. I think no one has an idea how to achieve this thing easily maybe a little hack on the source code will do?
  7. I'm currently developing a simple mobile game. The tilemap is smaller than the mobile viewport, and I want to put the tilemap on the center of the stage. Is there any way to achieve this? Below is the code of the scene: var level_zero;level_zero = { create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); this.map = game.add.tilemap('level0'); this.map.addTilesetImage('floor', 'floor'); this.map.addTilesetImage('decor0', 'decor0'); this.floor = this.map.createLayer('floor'); this.decor = this.map.createLayer('decor'); this.floor.resizeWorld(); game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.setShowAll(); game.scale.startFullScreen(); return game.scale.refresh(); }, update: function() {}};
  8. I still struggling on overlap handler on phaser, I have this code on create function: this.changelevel = this.map.createLayer("changelevel")this.map.setCollisionBetween(1,78, true,"changelevel")and this code on update function: game.physics.arcade.overlap(this.player,this.changelevel,this.something)the something property only returns console.log('lol'), and i expect it will only fire if the player sprites overlaps on the changelevel layer. But everytime i start the game, the callback function always fire. Please help me to understand the overlap method on a tilemap object. Thanks
  9. @drhayes Thanks, I've already get it, so from -800 velocity of jumping I changed it to -750, it is really weird for me, i thought that the physics system will work smoothly as expected.
  10. Hello Guys, I have encountered a weird problem on a sprite character jumping off from a high place and whenever it falls - it should hit the ground layer, but it doesn't, it just go through it even the ground layer is declared as a solid surface, I recorded it - just check this link: https://drive.google.com/open?id=0B7e3g0f7wFCPTU9feXRObnlBREk and below is my code: var playState;playState = { create: function() { this.leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); this.rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); this.upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP); game.input.keyboard.addKeyCapture([Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP]); game.physics.startSystem(Phaser.Physics.ARCADE); this.bg = game.add.tileSprite(0, 0, 1024, 1025, 'bg_talltrees'); this.bg.fixedToCamera = true; this.map = game.add.tilemap('level0'); this.map.addTilesetImage('sheet', 'sheet'); this.map.addTilesetImage('sheet_grass', 'sheet_grass'); this.map.addTilesetImage('other_objects', 'other_objects'); this.ground = this.map.createLayer('ground'); this.building = this.map.createLayer('building'); this.building_door_windows = this.map.createLayer('building_door_windows'); game.physics.arcade.enable(this.ground); this.map.setCollisionBetween(1, 1000, true, 'ground'); this.ground.resizeWorld(); this.startpoint = game.add.group(); this.map.createFromObjects('startpoint', 148, 'signRight', 0, true, false, this.startpoint); this.sPoint = this.startpoint.getFirstAlive().position; this.player = game.add.sprite(this.sPoint.x, this.sPoint.y, 'player'); game.physics.arcade.enable(this.player); this.player.anchor.setTo(0.5, 0.5); this.player.body.gravity.y = 2000; this.player.animations.add('walk', [0, 1, 2, 3, 4, 5, 6, 7], 10, true); game.camera.follow(this.player); }, update: function() { this.player.body.velocity.x = 0; game.physics.arcade.collide(this.ground, this.player); if (this.upButton.justDown && this.player.body.onFloor()) { this.player.body.velocity.y = -800; this.player.animations.play('jump'); } if (this.leftButton.isDown) { this.player.scale.x = -1; this.player.body.velocity.x = -150; this.player.animations.play('walk'); } else if (this.rightButton.isDown) { this.player.scale.x = 1; this.player.body.velocity.x = 150; this.player.animations.play('walk'); } else { this.player.animations.stop('walk', true); } }, render: function() {}};
  11. @jmp909 Thanks, going to try that.
  12. Hello guys, I'm using the Tilemap as my Level editor. Is there anyway to put an image as a background layer on a tilemap and apply a parallax scrolling whenever the camera is moving?
  13. @WombatTurkey Here's the example of $data['message'] content: {"type": "pos","direction": "up", // down, left, right"det": {"x": 90,"y": 90,"angle": -90,"playerId": 29837298372837, // timestamp"playerName": "someName"}}
  14. I'm using laravel's hoa websocket plugin for websocket event listeners, I attached a function on update event to send the players movement to other players. Using 2 browsers to simulate the multiplayer, the one that moves sends an events telling that a player is moving in a certain direction, on the other hand, the one that receives updates the player/enemies movement but it wasn't the exact movement compare to the senders' position. Please help me, below is my code: app.js var Player, randPos, sendUpdate, socket;socket = new WebSocket('ws://127.0.0.1:8899');randPos = function() { return Math.floor((Math.random() * 150) + 50);};sendUpdate = function(type, direction, objectPos) { return socket.send(JSON.stringify({ type: type, direction: direction, det: objectPos }));};Player = function(startX, startY, playerName) { var angle, getAngle, getDetails, getPlayerName, getX, getY, playerId, setPos, x, y; x = startX; y = startY; angle = 0; playerName = playerName; playerId = Number(new Date()); setPos = function(newX, newY, newAngle) { x = newX; y = newY; return angle = newAngle; }; getX = function() { return x; }; getY = function() { return y; }; getAngle = function() { return angle; }; getPlayerName = function() { return playerName; }; getDetails = function() { return { x: getX(), y: getY(), angle: getAngle(), playerName: getPlayerName(), playerId: playerId }; }; return { getX: getX, getY: getY, getAngle: getAngle, setPos: setPos, getPlayerName: getPlayerName, getDetails: getDetails, playerId: playerId };};game.js var bulletTime, bullets, create, downButton, enemies, enemy, fireBullets, fireButton, floor, game, hitWall, leftButton, localPlayer, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;localPlayer = null;bullets = null;bulletTime = 0;enemies = null;enemy = {};wall = null;floor = null;fireBullets = function() { var bullet; if (game.time.now > bulletTime && bullets.countDead() > 0) { bullet = bullets.getFirstDead(); switch (player.angle) { case 0: bullet.reset(player.x, player.y - 20); bullet.body.velocity.y = -400; break; case -180: bullet.reset(player.x, player.y + 20); bullet.body.velocity.y = 400; break; case -90: bullet.reset(player.x - 20, player.y); bullet.body.velocity.x = -400; break; case 90: bullet.reset(player.x + 20, player.y); bullet.body.velocity.x = 400; } bullet.angle = player.angle; bulletTime = game.time.now + 400; }};hitWall = function(bullet, wall) { bullet.kill();};preload = function() { game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'game_assets/assets.png'); game.load.spritesheet('player', 'game_assets/player.png'); game.load.spritesheet('enemy', 'game_assets/enemy.png'); game.load.image('bullet', 'game_assets/bullet.png');};create = function() { var map, startX, startY; game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#FFFFFF'; map = game.add.tilemap('level0'); map.addTilesetImage('assets', 'tiles'); floor = map.createLayer('floor'); wall = map.createLayer('walls'); game.physics.arcade.enable(wall); map.setCollisionBetween(1, 100, true, 'walls'); wall.resizeWorld(); game.physics.arcade.enable(map); game.physics.setBoundsToWorld(); startX = randPos(); startY = randPos(); player = game.add.sprite(startX, startY, 'player'); player.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(player); localPlayer = new Player(startX, startY, 'stnight'); upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP); leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN); rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]); enemies = game.add.group(); enemies.enableBody = true; enemies.physicsBodyType = Phaser.Physics.ARCADE; bullets = game.add.group(); bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.createMultiple(1000, 'bullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); bullets.setAll('checkWorldBounds', true); bullets.setAll('outOfBoundsKill', true); sendUpdate('start', '', localPlayer.getDetails()); game.camera.follow(player);};update = function() { player.body.velocity.y = 0; player.body.velocity.x = 0; game.physics.arcade.collide(player, wall); game.physics.arcade.collide(player, enemies); game.physics.arcade.collide(enemies, wall); game.physics.arcade.collide(bullets, wall, hitWall, null, this); enemies.setAll('body.velocity.y', 0); enemies.setAll('body.velocity.x', 0); if (upButton.isDown) { player.body.velocity.y = -86; player.angle = 0; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'up', localPlayer.getDetails()); } else if (downButton.isDown) { player.body.velocity.y = 86; player.angle = -180; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'down', localPlayer.getDetails()); } else if (leftButton.isDown) { player.body.velocity.x = -86; player.angle = -90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'left', localPlayer.getDetails()); } else if (rightButton.isDown) { player.body.velocity.x = 86; player.angle = 90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'right', localPlayer.getDetails()); } if (fireButton.isDown) { fireBullets(); } socket.onmessage = function(data) { data = JSON.parse(data.data); switch (data.type) { case 'start': enemy[data.det.playerId] = enemies.create(data.det.x, data.det.y, 'enemy'); enemy[data.det.playerId].anchor.setTo(0.5, 0.5); enemy[data.det.playerId].angle = data.det.angle; break; case 'newPlayer': sendUpdate('start', '', localPlayer.getDetails()); break; case 'pos': enemy[data.det.playerId].angle = data.det.angle; switch (data.direction) { case 'up': enemy[data.det.playerId].body.velocity.y = -86; break; case 'down': enemy[data.det.playerId].body.velocity.y = 86; break; case 'left': enemy[data.det.playerId].body.velocity.x = -86; break; case 'right': enemy[data.det.playerId].body.velocity.x = 86; } } console.log(data); };};game = new Phaser.Game(756, 700, Phaser.AUTO, 'game', { preload: preload, create: create, update: update});the json level { "height":45, "layers":[ { "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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(Hoa\Core\Event\Bucket $bucket) { echo 'new player is joined the world', "\n"; $data = array('type' => 'newPlayer'); $bucket->getSource()->broadcast(json_encode($data)); return;});// general stuff$server->on('message', function (Hoa\Core\Event\Bucket $bucket) { $data = $bucket->getData(); $data = json_decode($data['message']); $bucket->getSource()->broadcast(json_encode($data)); return;});// on closing$server->on('close', function (Hoa\Core\Event\Bucket $bucket) { echo 'a player leaved the world', "\n"; return;});$server->run();