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Found 55 results

  1. filvoyage

    Issues Removing Children From Groups

    Hey guys, I did a search of the forums as well as the Phaser/Pixi docs and came up short (let me know if it's answered anywhere else). I'm trying to create a mechanic whereby the player is able to pick up and drop sprites. I've been able to achieve pickups by using the group.add() function where the group parent is the player sprite, but when using .remove() to drop the sprite, the sprite just completely disappears. Its position, alpha, scale etc all look sensible and haven't been modified. What I have seen however is that the sprite parent name changes to being undefined, which seems unhealthy as when it spawns in the world its parent appears to be "__world". I also tried directly calling addChild() inherited from Pixi which is used in the Phaser groups, and the result was the same. It's easy to reproduce, my code is below. This is in .create() this.testGroup = game.add.group(PLAYER) this.testLight = game.add.sprite(300, 300, "buttonGradient");This is in .update() if (PLAYER_OBJECT.inputIsActive("y")) { this.testGroup.add(this.testLight); } if (PLAYER_OBJECT.inputIsActive("u")) { this.testGroup.remove(this.testLight); }Does anyone know if my setup is bad, or if there are other ways to achieve my desired effect? I had a look at the group remove example on the official examples page and the same thing happens there - I don't know if it's a bug or an intentional result of the system. Thanks in advance!
  2. Hello, I have a problem with parent/child transformation. I have two meshes. I'd like to apply a rotation to one mesh, then define this mesh as parent and the other as child. But the child is also rotate. I wish to know how to rotate the parent without moving the child before assigning the parent relation. Thanks
  3. Hi, I wanted to create draggable buttons with some bitmaptext on them. I ended up with this: // the buttonvar button = this.game.add.button(x, y, "button", 0);button.input.enableDrag(false, false);// an intermediary group, just to be able to set the draggable 'button' as parentvar group = new Phaser.Group(this.game, button);// the text that i want to stick to the buttonvar text = new Phaser.BitmapText(this.game, 2, 2, "main-font", "text!!");group.add(text);Is there a more clever way to do this? For instance, the text has a 'parent' property that I can set directly, skipping the group. text.parent = button; I suppose that's from PIXI.GameObjectContainer. Presently, setting it as above works. Is there a safe way to use it, or some other way to use sprites/images/"gameobjectcontainers" as parents directly?
  4. opendevcode

    Sprite Parent and Physics

    Hi, I am creating a character using different sprite parts and parenting it to a single sprite. //Parent spritethis.torso = group.create(0,0,actorType + '_body');this.torso.anchor.setTo(0.5, 0);//Child Sprite this.frontFoot = game.add.sprite(0,0, actorType + '_foot_front');this.frontFoot.anchor.setTo(0.5, 0);this.torso.addChild(this.frontFoot);I tried to enable the Physics body part of the parent sprite this.game.physics.enable(this.torso, Phaser.Physics.ARCADE);The result is that all child sprites have been given a body and started to drop. I just want the parent to drop itself and all child will just follow its parents. Can anyone explain further what is happening here? Any link or topics that might have discussed this?
  5. damian+merfoo=♥

    Get Child Position

    When you link a mesh(child) to another mesh(parent) is there a way to get the child mesh's position? Because currently the position that is returned is just the initial position of the child mesh in relation to the parent mesh.