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Found 38 results

  1. PhaserJS - Creating Grid Layout

    Hello Team, I wanna ask if there are some way to create a grid, for example, i would like to create a 4x4 grid, and each grid i will insert an image, is this possible on PhaserJS? Thanks
  2. Phaser JS Roulette demo script

    Hi everyone! I uploaded a sample Phaser JS script of roulette with a hope that someone will find it useful. This Phaser JS script demonstartes a solution to show roulette that rotates and stops at a random position. Needle ticks with animation and sound as the roulette spins. The script itself could be rewritten into a really simple code and should be able to be integrate into any game at ease. You could use it for a simple game, a small lottery in your game, board games etc. (The code is totally a mess. Pardon my lousy coding manner.) https://github.com/BeFiveINFO/phaser_roulette_example Thank you for reading!
  3. Hi All, This is my first game using PhaserJS ,packed using cordova. Math Mind – is a mathematical game in which you have to solve a lot of interesting numerical problems within the given time duration, test your Math Mind on various numerical operations and, if necessary, to develop this skill.Game Features: - Three Game Modes- Find the Operator - in this math game mode you have to find the correct operator which will make the given number from the other two numbers.;- Find the Number - in this math game mode you have to find the missing number which will make the given number provided a number and an operator.;- Geek Mode - This level is for Geek Math Mind Peoples as it has three types of questions randomly appearing.;This Math Game makes the math fun.Its free to download. IOS version coming soonplease download and rate us it will help me in looking into more game development. Play Store Link : https://play.google.com/store/apps/details?id=com.DP.MathMind
  4. Hello everyone! I recently finished my first Phaser JS game after experimenting html5 / css game on a similar theme. LINK to the game page: http://play.befive.info/bonus-jackpot/ Thank you for your attention! Game Screenshots:
  5. Hi all! Just want to let you know that we have released our new games, Tahoe Po! It's a small arcade games built using PhaserJS, and ported to android using the excellent Cocoon.IO. We create this games to promote our local delicacy from Kediri, Indonesia, especially local Tahoe/Tofu The games feature include Google Play Highscore/Achievement integration, native result sharing, shop/customization system, and many more! Check it out here: http://bit.ly/TahoePo If you have any feedback, do let me know! Thanks!
  6. Why aren't my walls solid?

    Hello everybody! I created a little scene with walls. Bottom wall is solid. But left and right are not. Why? Can you please help me? preload: function() { game.load.image('mario', 'images/mario.png'); game.load.image('WallH', 'images/wallH.png'); game.load.image('WallW', 'images/wallW.png'); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = "3984db"; game.physics.arcade.gravity.y = 1200; this.cursor = game.input.keyboard.createCursorKeys(); this.mario = game.add.sprite(game.width / 2, game.height / 2, 'mario'); this.mario.anchor.setTo(0.5,0.5); this.mario.scale.setTo(0.15,0.15); this.walls = game.add.group(); this.walls.enableBody = true; this.walls.enableBody = true; this.downWallH = game.add.sprite(0, 540, 'WallH', 0, this.walls); this.leftWallW = game.add.sprite(0,0, 'WallW', 0, this.walls); this.rightWallW = game.add.sprite(822,0, 'WallW', 0, this.walls); game.physics.arcade.enable(this.mario); this.walls.setAll('body.allowGravity', false); this.walls.setAll('body.immovable', true); }, ...
  7. Phaser js distort sprit esheet

    Hi everybody, I got an issue with PhaserJS rope. I need to animate rope with spritesheet. The objective is to make curved / bent spritesheet animation. I tried almost everything but it won't render correctly. All I got is single frame being rendered, although I can see animation frames, and loop count in console log. I need to curve / bend sprite sheet animation,it is not necessarily need to be done by rope, any solution would be great. Will be grateful for any suggestion, thank you in advance.
  8. Phaser JS Weapon plugin

    Hello! I'm having a hell of a time trying figure out how to change Phaser Weapon plugins bullet speed after it's been shot. I also set "weapon.bulletSpeed" negative value, because by default it was going in opposite direction. I attached weapon to a spaceship sprite, but on "weapon.fire()" bullet goes backwards. Weapon definition. addWeapon: function(target) { var weapon; var weapon; weapon = game.add.weapon(100, 'bullet'); weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; weapon.bulletAngleOffset = 90; weapon.bulletSpeed = 5; weapon.trackSprite(target, (this.ship.height), 0); weapon.trackRotation = true; weapon.fireRate = 200; weapon.bulletRotateToVelocity = false; weapon.onFire.add(function() {this.blastSound.play()},this); return weapon; } this.ship = this.add.sprite(this.world.centerX, this.world.centerY +300, 'ship'); this.ship.anchor.setTo(0.5, 0.5); this.ship.scale.setTo(0.22); this.ship.angle = -90; game.physics.arcade.enable(this.ship); this.ship.body.drag.set(70); this.ship.body.maxVelocity.set(220); this.weapon = this.addWeapon(this.ship); I am trying to set the direction of the bullet to opposite, so I don't have to set bulletSpeed to negative value. change every bullets anchor. change the speed of particular bullet after it's been shot. It would be grate to hear any suggestion. Тhank you in advance.
  9. Usecase: Why would I stop a tween, right after it is created: So in my game you got many objects which running around and need some tweens. In particular: For climbing a ladder. The game.tweens.pauseAll(); is called when the mainmenu opens. this works pretty well, expect some case. I cannot really tell were it relies on. If it is the timing (right after the tween) or only this sort of tween. It seems only to happen on the "climbing tween". This is the code to pause all tween, which is called every time you hit "space": game.physics.arcade.isPaused = true; game.timer.pause(); game.tweens.pauseAll(); And this is a snippet of the code which is executed on collision with the ladder object, were the tweenings start: let location = this.y + this.body.height / 2; let climbDir = 0; //you can ignore this, it's just to set up the right numbers if ( location > ladderY ) { climbDir = (location - ladderY) * -1 -2; } else if ( location <= ladderY ) { climbDir = ladderY + 120 - location - 2; } //an animation plays this.animations.play('climb', 60, true); // >THIS< is the point were the tween is executed let tween2 = game.add.tween( this ).to({ y: this.y + climbDir }, 10 * Math.abs(climbDir), 'Linear' ); tween2.start(); // >NOW< when you hit space an run game.tweens.pauseAll(); <- this won't work-> The lines afterwards are executed tween2.onComplete.add(()=>{ const turn = this.animations.play('turn_back_' + this.getDirection() + '_reverse', 21, false); turn.onComplete.add(()=>{ //all this is executed even if game.tweens.pauseAll(); is called in the above moment let dir = this.getDirection() === 'right' ? 40 : -40; this.animations.play('walk_' + this.getDirection(), 60, true); let tween3 = game.add.tween(this).to({ x : this.x + dir }, 450, 'Linear'); ... even more code //all this is executed too, even if game.tweens.pauseAll(); is called in the above moment The problem is: That not only the tween does not stop, everything afterwards is executed as well. Even other tweens that are inside the "tween2.onComplete.add". I tested it a few times and it is the same behavior ever and ever again. What's stange is: if you hit "space" => pauseAll(); this would work if the tween is nearly complete. But if you hit it right after it begins, the issue I described appears. Any ideas on this? Maybe I am making something wrong.. but I am a bit stuck since it seems that tween2.onComplete is executed due to not stopable tween2 in some timing function. regards
  10. [Phaser] Rabbit Warrior

    Hello guys, my newest browser game is called "Rabbit Warrior" and is optimized for mobile devices but works on desktop just as well of course: "Enter the world as the courageous Rabbit Warrior, equipped with sword and hammer! Protect the core from the demons and activate all the shrines to complete each level. Pick up hidden weapons that enable unique attacks and unlock increasingly difficult levels and even new skins if you reach 3 stars." Game link: http://browsergameshub.com/RabbitWarrior/ Game features: - Click to move controls - 5 different levels - Reach 1 to 3 stars for each level completion - 4 unlockable skins (if you reach 3 stars in a level) - Created with Phaser.JS Controls: Since it's optimized for mobile, movement is click-to-move and clicking on a weapon button to activate the skill. However, on the desktop you can also use the keyboard buttons 1 to 3 to activate the weapon skills while using the mouse to click-to-move. Game link: http://browsergameshub.com/RabbitWarrior/ I hope you like the game and thank you all for checking it out!
  11. Sorry for the long post, but I have to be sure that you got all the informations: Was testing a lot to be sure that there is no mistake on my side. So I took some time and tried different cases WebGL / Canvas including all that smoothing = false stuff and also different approaches: game.stage.smoothed = false; PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST; Phaser.Canvas.setImageRenderingCrisp(game.canvas); game.scale.scaleMode = Phaser.ScaleManager.USER_SCALE; game.scale.setUserScale(1,1); game.renderer.renderSession.roundPixels = true; Phaser.Canvas.setImageRenderingCrisp(this.game.canvas) The CSS image-rendering works for Canvas, even for 4k dispalys and stuff. But webGL is really blurry (it gets better with some configuration but not even close to canvas quality). So I tested a bit more. You can reproduce it any time, just by setting up a blank game and animate one spritesheet which is: standing still and waving just one part (a hand or s.t.). Just make a Person who shakes a hand and does not move anything else. In Canvas: the sprite stands perfectly still and shaking the hand in WebGL: the sprite flickers - in fact the graphic itself isn't able to do that since it is pixel perfect aligned. But WebGL mode seems like to render it that way. I attached two files: Notice the flickering of the dwarf graphic in webGL (webGLbug.gif - that one with the purple minions in it)? First gif attached is canvas, second is webGL (with purple minions in it) I do not know if this is only related to 2.7.x or even before. I am familiar with browser support of image-rendering and stuff. But it is already there. I am testing on a Mac OSX 10.11, Win 10, via Chrome: Chromium 51, V8; NwJS 15.03, NwJS 13.0; tested with phaser 2.7.x, but also appearing in older versions, oldest I tested; 2.4.8 So the thing is, you can optimize the webGL output with some code from above (some not working; tested it one after another). But WebGL does not even get close to the sharpness of Canvas. This applies for 1920x1080 resolution, 2100 x 1280, 2560x1440 and 1024x 768 on mac / pc, m3 / i7, blank game, one animated spritesheet - reproducable. It's nothing that you see on first sight, it's more like... - something is wrong, isn't it? - and when you take a closer look, you see this.
  12. Hi, I just open sourced my game "Fuzzle" the game I made with PhaserJs and published on play store, hope the source code may help somebody. github repo
  13. Phaser js Text wrap not working

    Just realized that the text wrap function will not take effect if there are no spaces in the text. while this works game.stage.backgroundColor = '#0072bc'; var style = { font: 'bold 20pt Arial', fill: 'white', align: 'left', wordWrap: true, wordWrapWidth: 150 }; var text = game.add.text(game.world.centerX, game.world.centerY, "phaser with a sprinkle of pixi dust", style); this does not game.stage.backgroundColor = '#0072bc'; var style = { font: 'bold 20pt Arial', fill: 'white', align: 'left', wordWrap: true, wordWrapWidth: 150 }; var text = game.add.text(game.world.centerX, game.world.centerY, "phaserwithasprinkleofpixidust", style); Is this an issue or is this how it is supposed to be?
  14. Enclave Phaser Template

    I've created a starter template for my HTML5 games that I build with Phaser, and shared it on GitHub if anyone would be interested in using it. Here's the GitHub repo: github.com/EnclaveGames/Enclave-Phaser-Template Online demo: enclavegames.github.io/Enclave-Phaser-Template/ My short blog post: dev.end3r.com/2015/12/enclave-phaser-template-is-open-sourced/ I'm writing a tutorial to explain everything, but you can check the source code already and let me know what you think about it, or suggest any upgrades.
  15. Hi, i'm slowly developing a remake of Prince of Persia in HTML5 using Phaser. You can follow my devlog on http://ultrabolido.wordpress.com For now, you can try to play with some prince actions: jump, run, crawl, ... Click here to test I would really appreciate any feedback you can give me Thanks
  16. F2P MMO (browser game) also on Steam

    Hello, we just released a new MMO game on Steam : Battlestick. The game is also playable at http://battlestick.net What is your ping please? We have install a new server (Canada based) and we would like to be sure US players don't have too much ping. Also, Battlestick is made with PhaserJS using web-socket + NodeJS/MongoDB We have received more than 35 000 players in 4 days We hope this will continue so let me know please if you have suggestions or any ideas. Thanks in advance !
  17. [Ask how]Create game for moodle LMS

    Hi All, Anybody in here already create game using phaserjs and embeed to moodle ? i have some problem to do that, if anyone have success, please give me advise. Thank You, P
  18. Hi guys, This is my first Phaserjs Game, and I really enjoyed coding this game. Any suggestions would be really helpful. Name: Ninja bug Description: You are a little bug that flies to avoid obstacles. It is fun to play at home, waiting in line or because you can! - Eat burgers to gain 40 points. - Shoot a obstacle to gain points, the faster the obstacles flies the more points it's worth. Enjoy NinjaBug at home, waiting in a queue or whenever! Url (I hope this is accepted as the url for this forum?): https://play.google.com/store/apps/details?id=com.passieapps.ninjabug Any suggestion would be much appreciated
  19. I'm using laravel's hoa websocket plugin for websocket event listeners, I attached a function on update event to send the players movement to other players. Using 2 browsers to simulate the multiplayer, the one that moves sends an events telling that a player is moving in a certain direction, on the other hand, the one that receives updates the player/enemies movement but it wasn't the exact movement compare to the senders' position. Please help me, below is my code: app.js var Player, randPos, sendUpdate, socket;socket = new WebSocket('ws://127.0.0.1:8899');randPos = function() { return Math.floor((Math.random() * 150) + 50);};sendUpdate = function(type, direction, objectPos) { return socket.send(JSON.stringify({ type: type, direction: direction, det: objectPos }));};Player = function(startX, startY, playerName) { var angle, getAngle, getDetails, getPlayerName, getX, getY, playerId, setPos, x, y; x = startX; y = startY; angle = 0; playerName = playerName; playerId = Number(new Date()); setPos = function(newX, newY, newAngle) { x = newX; y = newY; return angle = newAngle; }; getX = function() { return x; }; getY = function() { return y; }; getAngle = function() { return angle; }; getPlayerName = function() { return playerName; }; getDetails = function() { return { x: getX(), y: getY(), angle: getAngle(), playerName: getPlayerName(), playerId: playerId }; }; return { getX: getX, getY: getY, getAngle: getAngle, setPos: setPos, getPlayerName: getPlayerName, getDetails: getDetails, playerId: playerId };};game.js var bulletTime, bullets, create, downButton, enemies, enemy, fireBullets, fireButton, floor, game, hitWall, leftButton, localPlayer, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;localPlayer = null;bullets = null;bulletTime = 0;enemies = null;enemy = {};wall = null;floor = null;fireBullets = function() { var bullet; if (game.time.now > bulletTime && bullets.countDead() > 0) { bullet = bullets.getFirstDead(); switch (player.angle) { case 0: bullet.reset(player.x, player.y - 20); bullet.body.velocity.y = -400; break; case -180: bullet.reset(player.x, player.y + 20); bullet.body.velocity.y = 400; break; case -90: bullet.reset(player.x - 20, player.y); bullet.body.velocity.x = -400; break; case 90: bullet.reset(player.x + 20, player.y); bullet.body.velocity.x = 400; } bullet.angle = player.angle; bulletTime = game.time.now + 400; }};hitWall = function(bullet, wall) { bullet.kill();};preload = function() { game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'game_assets/assets.png'); game.load.spritesheet('player', 'game_assets/player.png'); game.load.spritesheet('enemy', 'game_assets/enemy.png'); game.load.image('bullet', 'game_assets/bullet.png');};create = function() { var map, startX, startY; game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#FFFFFF'; map = game.add.tilemap('level0'); map.addTilesetImage('assets', 'tiles'); floor = map.createLayer('floor'); wall = map.createLayer('walls'); game.physics.arcade.enable(wall); map.setCollisionBetween(1, 100, true, 'walls'); wall.resizeWorld(); game.physics.arcade.enable(map); game.physics.setBoundsToWorld(); startX = randPos(); startY = randPos(); player = game.add.sprite(startX, startY, 'player'); player.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(player); localPlayer = new Player(startX, startY, 'stnight'); upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP); leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN); rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]); enemies = game.add.group(); enemies.enableBody = true; enemies.physicsBodyType = Phaser.Physics.ARCADE; bullets = game.add.group(); bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.createMultiple(1000, 'bullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); bullets.setAll('checkWorldBounds', true); bullets.setAll('outOfBoundsKill', true); sendUpdate('start', '', localPlayer.getDetails()); game.camera.follow(player);};update = function() { player.body.velocity.y = 0; player.body.velocity.x = 0; game.physics.arcade.collide(player, wall); game.physics.arcade.collide(player, enemies); game.physics.arcade.collide(enemies, wall); game.physics.arcade.collide(bullets, wall, hitWall, null, this); enemies.setAll('body.velocity.y', 0); enemies.setAll('body.velocity.x', 0); if (upButton.isDown) { player.body.velocity.y = -86; player.angle = 0; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'up', localPlayer.getDetails()); } else if (downButton.isDown) { player.body.velocity.y = 86; player.angle = -180; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'down', localPlayer.getDetails()); } else if (leftButton.isDown) { player.body.velocity.x = -86; player.angle = -90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'left', localPlayer.getDetails()); } else if (rightButton.isDown) { player.body.velocity.x = 86; player.angle = 90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'right', localPlayer.getDetails()); } if (fireButton.isDown) { fireBullets(); } socket.onmessage = function(data) { data = JSON.parse(data.data); switch (data.type) { case 'start': enemy[data.det.playerId] = enemies.create(data.det.x, data.det.y, 'enemy'); enemy[data.det.playerId].anchor.setTo(0.5, 0.5); enemy[data.det.playerId].angle = data.det.angle; break; case 'newPlayer': sendUpdate('start', '', localPlayer.getDetails()); break; case 'pos': enemy[data.det.playerId].angle = data.det.angle; switch (data.direction) { case 'up': enemy[data.det.playerId].body.velocity.y = -86; break; case 'down': enemy[data.det.playerId].body.velocity.y = 86; break; case 'left': enemy[data.det.playerId].body.velocity.x = -86; break; case 'right': enemy[data.det.playerId].body.velocity.x = 86; } } console.log(data); };};game = new Phaser.Game(756, 700, Phaser.AUTO, 'game', { preload: preload, create: create, update: update});the json level { "height":45, "layers":[ { "data":[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, 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, 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, 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, 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, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], "height":45, "name":"walls", "opacity":1, "type":"tilelayer", "visible":true, "width":45, "x":0, "y":0 }], "orientation":"orthogonal", "properties": { }, "tileheight":32, "tilesets":[ { "firstgid":1, "image":"assets.png", "imageheight":64, "imagewidth":32, "margin":0, "name":"assets", "properties": { }, "spacing":0, "tileheight":32, "tilewidth":32 }], "tilewidth":32, "version":1, "width":45}and the php file that handles the websocket events <?phprequire __DIR__.'/../bootstrap/autoload.php';$server = new Hoa\Websocket\Server( new Hoa\Socket\Server('tcp://127.0.0.1:8899'));// when someone is connected$server->on('open', function (Hoa\Core\Event\Bucket $bucket) { echo 'new player is joined the world', "\n"; $data = array('type' => 'newPlayer'); $bucket->getSource()->broadcast(json_encode($data)); return;});// general stuff$server->on('message', function (Hoa\Core\Event\Bucket $bucket) { $data = $bucket->getData(); $data = json_decode($data['message']); $bucket->getSource()->broadcast(json_encode($data)); return;});// on closing$server->on('close', function (Hoa\Core\Event\Bucket $bucket) { echo 'a player leaved the world', "\n"; return;});$server->run();
  20. [Phaser] Bullet - Wall Collision

    I have a tilemap that has two layers, one is for the floor and the other one is for wall which i assigned as a collision layer. I applied the basic shooting system that i copied from Phaser site's example, now every time i fire the bullets, the first bullet was immediately killed (via bullet.kill()) without touching the wall. Please help me, below is my code: var bulletTime, bullets, create, downButton, fireBullets, fireButton, floor, game, hitWall, leftButton, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;bullets = null;bulletTime = 0;wall = null;floor = null;fireBullets = function() { var bullet; if (game.time.now > bulletTime) { bullet = bullets.getFirstExists(false); if (bullet) { bullet.reset(player.x, player.y); bullet.body.velocity.y = -100; return bulletTime = game.time.now + 200; } }};hitWall = function(bullet, wall) { bullet.kill();};preload = function() { game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'game_assets/assets.png'); game.load.spritesheet('player', 'game_assets/player.png'); game.load.image('bullet', 'game_assets/bullet.png');};create = function() { var map; game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#FFFFFF'; map = game.add.tilemap('level0'); map.addTilesetImage('assets', 'tiles'); floor = map.createLayer('floor'); wall = map.createLayer('walls'); game.physics.arcade.enable(wall); map.setCollisionBetween(1, 100, true, 'walls'); wall.resizeWorld(); game.physics.arcade.enable(map); game.physics.setBoundsToWorld(); player = game.add.sprite(150, 150, 'player'); player.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(player); upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP); leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN); rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]); bullets = game.add.group(); bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.createMultiple(1000, 'bullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); bullets.setAll('checkWorldBounds', true); bullets.setAll('outOfBoundsKill', true); game.camera.follow(player);};update = function() { player.body.velocity.y = 0; player.body.velocity.x = 0; game.physics.arcade.collide(player, wall); game.physics.arcade.overlap(bullets, wall, hitWall, null, this); if (upButton.isDown) { player.body.velocity.y = -86; player.angle = 0; } else if (downButton.isDown) { player.body.velocity.y = 86; player.angle = -180; } else if (leftButton.isDown) { player.body.velocity.x = -86; player.angle = -90; } else if (rightButton.isDown) { player.body.velocity.x = 86; player.angle = 90; } if (fireButton.isDown) { fireBullets(); }};game = new Phaser.Game(756, 700, Phaser.WEBGL, 'game', { preload: preload, create: create, update: update});and below is the json file for the map: { "height":45, "layers":[ { "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 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0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], "height":45, "name":"walls", "opacity":1, "type":"tilelayer", "visible":true, "width":45, "x":0, "y":0 }], "orientation":"orthogonal", "properties": { }, "tileheight":32, "tilesets":[ { "firstgid":1, "image":"assets.png", "imageheight":64, "imagewidth":32, "margin":0, "name":"assets", "properties": { }, "spacing":0, "tileheight":32, "tilewidth":32 }], "tilewidth":32, "version":1, "width":45}I just need the bullets touches the wall first and then kill it.
  21. how to divide scaled image in sprite

    Hi, I just started learning phaser js. i want to resize an image then divide that scaled image into pieces. how i can achieve this using phaser js?
  22. Radial Particle Emitter?

    I need to create a particle emitter that emits particles radially with a custom fade/ disappear timeout with radius. Any ideas how to do that with phaserJS ? Thanks !
  23. Is it possible to save a image that I've applied certains filters on? colorMatrix = new PIXI.ColorMatrixFilter(); colorMatrix.matrix = [0,0.0,0.5,-0.2, 0,0,1.0,-0.2, 0.0,0.0,0.5,-0.2, 0.0,0.0,0.0,1] image = game.make.bitmapData() image.load("testpicture") image.filters = [colorMatrix] game.cache.addBitmapData("testImageWithFilter", image); When I pick this up it doesn't have the filter applied abowe. Is this not possible?
  24. My first HTML5 game made with Phaser. I used cocoonJs for the native wrapper and it is currently available for iOS and Android. Thanks to everyone on this forum for helping me work through my first game. Available Now for iOS or Android: Enjoy this tribute to an Atari 2600 classic River Raid. Relive your childhood adventures on the river of no return. Description: Your mission is to score as many points possible by destroying enemy tankers, helicopters, fuel depots, jets and bridges before your jet crashes or runs out of fuel. Features: - Fully unlocked game (no in-app purchases needed) - Ad free - Endless levels with many level maps from the original game - Responsive touch controls - Universal: iPhone, iPad and iPod Touch - Game Center / Google Play Games To learn to fly successful missions, you'll need the sensitivity, touch and sharpshooting skills of a precision jet pilot. But that takes time and practice. Good Luck!