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Found 8 results

  1. Circular pathing

    Hello! I tried setting a sprite to pivot around another sprite, only to realize that it's rotating and one side always faces the other sprite. Is there a way to make a sprite circle a point, while staying static (without rotating)? I haven't found anything useful online. Thank you.
  2. Stuttering/Juddering motion of sprites

    I've just ported the key bit of a game I'm working on from HaxePunk to Phaser and am having a problem. As my main sprite moves it stutters, judders and in general does not move with the silky smooth motion I am expecting. You can have a look at it in action here: http://www.mountainstorm.co.uk/test/ZD/ I've tried both Chrome and Safari on OSX and both seem to have the same issue. I've also tried commenting out more the code (so it just moves the sprite at a programmed constant rate) and it's still not smooth. I've also tried playing around with calculating the motion based on elapsedMS, elapsed and physicsElapsed and none seem to make much difference. My CPU only runs at about 20%, so I'm kind of at a loss as to whats going wrong. Anyone have any thoughts?
  3. The best example I've found of what I'm trying to achieve is this - http://schteppe.github.io/p2.js/demos/topDownVehicle.html However, instead of a car I have a tank, so the movement should be more... tankish, without this front-wheels-turning effect. But this is not a problem. The problem is that my tank's movement looks more like a boat on a water movement. I press UP for acceleration and when I press LEFT or RIGHT it still moves in the same direction for a while, like drifting. And if I release UP button and press LEFT or RIGHT again it drifts as well, without taking into account, that he has turned 90 degrees already. Looks awful in terms of a tank behaviour. In other words, I want my tank to stay "on track" while turning, without such huge drift (or asteroid in space) effect. I suppose this is something I should do in update section. Here is what I have there for now: if (cursors.left.isDown) {tank.body.angularVelocity = -0.75;} else if (cursors.right.isDown) {tank.body.angularVelocity = 0.75;} else {tank.body.setZeroRotation();} if (cursors.up.isDown) {tank.body.thrust(120);} else if (cursors.down.isDown) {tank.body.reverse(70);} else {tank.body.damping = 0.8;}cursors = game.input.keyboard.createCursorKeys(); And a few more, not related to main topic, questions: What kind of P2 library Phaser is using? Is it the same as in the example I've provided in the beginning? Is it technically possible in Phaser to calculate collision angle between shell and an object, e.g. another tank? Thank you.
  4. How good mobile browser's motion detect for circling? I've noticed that some html5 game on my iPhone6 google chrome browser touch motion detection is not super great..?
  5. Constant Circular Motion.

    Hello there. Im trying to add a constant circular motion to a sprite (with no player interraction, the sprite just moves like that), but not sure how. I have tried angular Velocity but that only rotates the sprite from its center. and not in a radius. How can i do this? Thanks.
  6. How to Ride a Moving Sprite?

    Does anyone have an idea of how my player can "ride" a moving sprite. I want to jump on a horizontally moving block and my player to remain fixed in place on the block. Currently (with simple collision working) the block moves out from under the player. If anyone can point me in the right direction, I'd be grateful.
  7. Keeping sprites still

    Hi all. I just started using Phaser, and I’m excited by the potential. I could use some help with some problems in this game: http://davebsoft.com/web-games/invisible-maze/ https://github.com/dcbriccetti/web-games/commit/d814fe45a655e8fc0916149156fca95cb22c7a3c#diff-ad4eb6229e24f5cc681cc10695f640ca When the player character hits the “mines” (lightning bolts), he rotates. I don’t want him to. Sometimes the mines move about “aimlessly”. I don’t want them to move (except perhaps a little when the player character bumps them). I’ve looked at several examples and read some of the source code, but I feel like I’m still sort of guessing about a lot of things. Perhaps someone could give the code a quick general review? Thanks!
  8. 2600 FREE bvh files http://mocap.cs.cmu.edu/ babylon dev team, please integrate.bvh support to handle meshes with bones (bvh) For example: BABYLON.bvh.constrain(mesh, bendingStiffness[array], tolerance, scene)