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Found 2 results

  1. Hi people, i'm new into Phaser and its community. I made a little test map with an Object Layer in it, the idea is to add some traps sectors or teleports where if the player touches it, it will teletransport it to some random place. Hence, it won't add any texture to it, i just want to have that area to collide with my player. Is this possible? without having to attach a texture to it? I used the square polygon to do so on Tiled Maps. Exported it as JSON. So here's my Object JSON: { "draworder":"topdown", "name":"objects", "objects":[ { "height":10, "id":1, "name":"trap1", "rotation":0, "type":"trap", "visible":true, "width":128, "x":445.41, "y":627.62, "gid": 2 }, { "height":10, "id":3, "name":"trap2", "rotation":0, "type":"trap", "visible":true, "width":64, "x":1023.87, "y":627.54, "gid": 2 }], "opacity":1, "type":"objectgroup", "visible":true, "x":0, "y":0 }], Then i created a group of traps and try to iterate them one by one to avoid them from falling due to gravity: traps = game.add.group(); traps.enableBody = true; // Get all traps map.createFromObjects('objects', 2, null, 0, true, false, traps); traps.forEach(function(trap) { trap.body.immovable = true; trap.body.allowGravity = false; }); I get the trap individual objects properly, but the problem that i found is, i'm not able to get the width/height i set on Tiled or shows up on my JSON. They are both equals to 1. Why did i lose those width & height values? but others don't such as `x` and `y` coordinates. What do you recommend to do to achieve the same effect? I just want certain areas to be "readable" so i can call functions after collision. It works fine when i set the texture, but also sets the default height x width of the texture applied, and i don't have any way to get the real Tiled values so i can resize my texture properly. Right now if I add a texture it works with this: this.physics.arcade.overlap(player.character, traps, this.resetPlayer, null, this); Even if i try to get the objects by doing: var trap = map.objects['objects'][1] The object returned doesn't contain any width/height. This is what it's returning: gid:2 name:"trap2" properties:undefined type:"" visible:true x:1023.87 y:627.54 I don't know if i explained myself correctly. Hope someone helps me Thanks in advance.
  2. I have been playing around with Phaser for a couple of days now, but I have been stuck for like the past 3 days on just trying to set up collision with an object layer I set up in Tiled. I am using Arcade Physics here in the main branch. I tried creating the object layer, like you would with any normal tile layer, but the id is always null and errors out. I then did some research and found out that Phaser doesn't support object layers like that. Some objects (treasure chests) I have created in the object layer show up, however. The problem I am having is making the polylines convert to rigid bodies in order to collide with the player. Update: Right now I am using various hacks to simulate something similar, but the original problem still stands. You can see my code here: https://github.com/damianlajara/interactive-portfolio I also tried using P2 Physics in order to use the method `convertCollisionObjects` to convert the polylines into objects, but that did not work either. You can find the code for that in the P2 branch I have set up. Any help would be greatly appreciated!