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Found 80 results

  1. Hello. I have seen several posts that talk about this topic. I do not understand what happens when the bullets hit platforms. Function when the collision occurs is not executed. This only happens when the bullet hits a group of platforms. This is my code create: this.bullets = this.game.add.group(); this.bullets.createMultiple(30, 'bullet'); this.bullets.forEach(utils.setupBullet, this); utils.setupBullet = function(bullet) { bullet.anchor.x = 0.5; bullet.anchor.y = 0.5; bullet.outOfBoundsKill = true; bullet.lifespan = 2300; bullet.body.setCircle(15); bullet.animations.add('default', [0, 1, 2, 1], 10, true); bullet.animations.play('default'); }; update: this.game.physics.overlap(this.bullets, this.layer, this.collisionBulletWall, null, this); collisionBulletWall: function(bullet, wall) { bullet.kill(); } any idea?
  2. Only can I use 42 tiles, why? This is my JSON { "height": 64, "layers": [{ "data": [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 16, 16, 25, 8, 8, 8, 26, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 16, 16, 31, 20, 20, 20, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 ], "height": 32, "name": "Boss level", "opacity": 1, "type": "tilelayer", "visible": true, "width": 48, "x": 0, "y": 0 }], "orientation": "orthogonal", "properties": { }, "tileheight": 16, "tilesets": [{ "firstgid": 1, "image": "tiles-egypt.png", "imageheight": 112, "imagewidth": 96, "margin": 0, "name": "tiles", "properties": { }, "spacing": 0, "tileheight": 16, "tilewidth": 16 }], "tilewidth": 16, "version": 1, "width": 64}Greetings!
  3. Hi! I'm upgrading 1.1.3 to 1.1.4 the Phaser version. I have problems with my tiles... In the game the tiles are white and collision doesn't works good. This is my code: preloader this.load.tilemap('level', 'assets/tiles/level.json', null, Phaser.Tilemap.TILED_JSON); this.load.image('tiles', 'assets/tiles/tiles.png', 16, 16); create: this.map = this.game.add.tilemap('level'); this.map.addTilesetImage('tiles'); this.map.setCollisionByExclusion([0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]); this.layer = this.map.createLayer('name in level'); this.layer.resizeWorld(); Any help? Greetings!
  4. Hi everybody! I heard of the awesome features in the new Phaser-release through Twitter yesterday, so I really wanted to play around with it a bit. I'm currently experimenting with a simple platformer (click to play). I'm using Phaser version 1.1.3. The ground is made up of multiple blocks: this.floorTiles = this.game.add.group();for (var i = 0; i < worldWidth; i += 64) { var brick = this.floorTiles.create(i, worldHeight - 32, 'brick'); brick.body.immovable = true; brick.body.allowGravity = false;}The player collides with them vertically just fine, but also horizontally if you start moving left. I know that this is a common problem with collision systems and each implementation/engine has its own way of going around this. How can I avoid this unwanted horizontal collision in Phaser? Also: I can't jump if I'm on the ground – jumping in the air works, though (press SPACE). Any idea on how to solve this aswell? if (this.cursors.jump.isDown && true) { this.body.velocity.y = -500;}Full code: game.js / player.js Thank you very much for your help. I'm enjoying Phaser quite a bit already, I just need a little help getting started. Thank you! Max
  5. Hi everyone, I'm trying to create a city builder with Phaser (i'm currently switching from Quintus to Phaser ). My map is displayed properly, and it is much bigger than the canvas. I want to make it dragable, so I tried many solutions, like this one : function create() { console.time('Create'); map = game.add.tilemap('world'); tileset = game.add.tileset('tiles'); layer = game.add.tilemapLayer(0, 0, viewportWidth, viewportHeight, tileset, map, 0); layer.resizeWorld(); // Input Enable the sprites layer.inputEnabled = true; // Allow dragging // enableDrag parameters = (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) layer.input.enableDrag(true); /* var text = "Debug()"; var style = { font: "12px Arial", fill: "#ff0044", align: "center" }; var debug = game.add.text(0, 0, text, style); debug.input.onDown.addOnce(debug, this); */ console.timeEnd('Create'); }It does not work, I can not drag the map, nothing moves... Can you help me ?