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Found 2 results

  1. I'm making a game where the game loop's frame rate is controlled and kept consistent with: renderer.ticker.add(function(delta){ deltaGlobal = delta; state(); }); However because of this, it causes my sprite animations to skip frames and look extremely choppy and ugly. Does pixi have a built in way to handle this that I'm just not seeing? Or are we still forced to use external scripts like this: https://github.com/kittykatattack/smoothie Obviously if there isn't a built in feature for animations to run smoothly while the framerate is being controlled with a delta, then that might be a pretty essential feature that should get added soon.
  2. Hello everyone! I'm creating a Tetris style game where I want my blocks to fall at ~16 pixels every 10 frames. You can see something similar here: http://youtu.be/vBpdS5d1i1k?t=1m26s (gameplay video of Tetris) I was curious how I could emulate this within Phaser. I'm familiar with other game engines where there's a delta time variable (Cocos2D-iphone, Cocos2D-x) and the concept of removing that is completely new to me. Thank you for your time.
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