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Found 2 results

  1. Hello all, I'm new here and I am just getting into game development. I created a pong game from scratch (The file and code is attached). The game works and I'm happy with it, except for one little glitch that it has. Sometimes when the ball hits a wall or one of the paddles, it will stick for a moment in time before bouncing away. I know that it has something to do with the way I update the balls location using the variable time. I used this because I followed a quick tutorial for the game loop. Just wondering if someone with more experience could shed some light on this issue and how to get rid of it. Thanks in advance for any help!!! David test.html
  2. I'm new to using Phaser, and I'm really excited to dig deeper into it. I followed the simple platformer tutorial and looked through the examples. I then began work on adding new sprites and spritesheets to the game, and I'm running into issues. 1. I'm using Shoebox to generate spritesheets exactly like the one found in the multiple anims/seacreatures example. In Shoebox, I use the pivot point tool to set the centroid of each sprite. http://renderhjs.net/shoebox/spritePivots.htm This adds padding to the input png sprites, but when I generate the spritesheet, the padding is cropped, and instead there are the frameX, frameY, frameWidth, and frameHeight parameters in the spritesheet's XML. Ideally, I would just be able to set my anchor to (.5,.5) and the sprite would use the pivot correctly. However, it seems that pivot only respects width and height, not frameWidth and frameHeight. How can I utilize frameWidth and frameHeight in phaser, esp. in relation to setting the sprites anchor? 2. Is pingpong animation looping supported by Phaser yet? The only mention I have found of it was from back in September. This would be a really good feature to have access to. 3. Is there a "Snap to nearest pixel" option for sprites and animations? FrameWidthTest.zip
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