rickbross

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About rickbross

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  1. visually, it works... but I am not sure if it is taking a significant toll on the performance, or possibly could in the future. My main question is... Is the mask applied to all of the particles individually, or not?
  2. So I understand the hidden similarity between a group and an emitter, but what I am wondering is... what happens when you use: emitter.mask = someMaskI need to ensure that all particles are drawn to a single bitmap and then that is what's masked. Or is the mask applied to each particle individually? (Which seems like it would be very processor expensive and could slow down frame rate) Does anyone have any idea? Thanks, Rick
  3. I think, mainly, I need to figure out how to determine at any moment whether or not the sprite is touching the map.
  4. How can I determine whether or not the player is currently touching the ground?
  5. So instead of: man.body.velocity.y = -750;I should do: man.ApplyImpulse( {'x' : 0, 'y' : -2}, phyPlayer.GetWorldCenter() );??
  6. Which physics engine should I use for the map? Which should I use for the character? NOTE: I will eventually want to convert him from a rectangle, to vertices.
  7. I need to draw a map, export as an array of vertices, and then have a sprite that can jump around in the map. So far I have tried Box2D, but have not been able to figure out how to detect whether or not my sprite is currently touching the map. How do you create a map is p2 physics? Can it be done with vertices like this example in Box2D: http://phaser.io/examples/v2/box2d/car-on-terrain What do you suggest? Thanks, Rick
  8. So I am just working on a demo for a game that I still be starting soon. I just found out about Box2D today and I was wondering if anyone knows how I would jump a sprite. Currently, I can press the up key and I can infinitely soar into the sky. I have gravity working fine. I have seen people use a "jump timer". I understand the concept, but do not understand how to code this up. Also, I have failed at all attempts to check in my "man" is touching the ground. What is the best way to do this? Here is my update code: function update() { man.body.setZeroVelocity(); man.body.fixedRotation = true; if (cursors.left.isDown) { man.scale.x = -.2; man.body.moveLeft(400); man.animations.play('run', 10, true); } else if (cursors.right.isDown) { man.scale.x = .2; man.body.moveRight(400); man.animations.play('run', 10, true); } if (cursors.up.isDown) { man.body.velocity.y = -750; } else if (cursors.down.isDown) { man.body.moveDown(400); } if (!cursors.left.isDown && !cursors.right.isDown) { man.animations.stop(); man.frameName = "shooting1.png"; }; }And Here is what it looks like:
  9. Currently, I am loading in every file needed for each game in the dynamic list of games that I am getting via AJAX/JSON. From there, I add every game's state to Phaser and I play the first game and everything is fine. Now, does anyone have any suggestions as to how I move onto the next game? Does anyone see anything wrong with this method? These are fairly simple games. My idea is to just trigger this.state.start('NextGameBoot') since I already have each game's states loaded. Should I be killing the the canvas, killing Phaser, and then starting completely over by loading the games one after another, or is this okay? I am loading in all the games state files asynchronously via require.js so I don't see a problem...
  10. Hi, I was wondering if anyone had any tips as to how I would go about creating a Single Page Application that could switch out different games. I need to allow the user to play a certain number of rounds of a game of mine, and then switch out to another game after they have played all the rounds. Each game will have 1 file for each state of the game. Generally, Boot, Preloader, MainMenu, Game. I am looking to build it in Angular. I just have a few questions... How should I manage all of the files for each game? I have looked into Require.js. Do I need to load in every file for each game at the beginning or should I load in each game at a time, one after another? How should I manipulate the DOM? When I switch out the games, should I be destroying the canvas element and the pixi instance and whatnot or should I be switching views or something within Angular? Any help is much appreciated. Also, if you're looking to make some money, I'll pay someone to help.
  11. So, say I have the variable Window.points, and say.. Window.points += 10 How can I fire a function every time I do that? There is game.input.onDown, but is there a variable this.variable.onChange?
  12. So my particle emitter is only sending out the same 4 sprites every time. Which 4 out of the twenty changes each time I reload the app, but it only scrolls through the four. Any ideas? http://w1nz.co/scratcher-menu/ this.emitter = this.add.emitter(this.world.centerX, 1000, 20);this.emitter.width = this.world.width+50;// this.emitter.angle = 30; // uncomment to set an angle for the rain.this.emitter.gravity = -1;this.emitter.makeParticles(iconsBlurred);this.emitter.minParticleScale = 0.4;this.emitter.maxParticleScale = 1;this.emitter.alpha = 0.45;this.emitter.setYSpeed(-50,-70);this.emitter.setXSpeed(0,0);this.emitter.minRotation = 0;this.emitter.maxRotation = 0;this.emitter.start(false, 9500, 3000);
  13. Hey, I am a web developer from Kansas City, MO and I am looking for someone highly knowledgable in Phaser and HTML5 to do some tutoring/consulting work. Let me know if you are interested, I would love to see your portfolio.