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Found 73 results

  1. In this example I set a parent to the ground and then rotate it. I would expect that the absolute position of the ground would change but it doesn't... The weirder thing is that getAbsolutePosition returns always the same vector - the vector it returned first time I called it. For instance in this example the absolute position does change according to the rotation but after I get an absolute position for the first time it doesn't change. Am I missing something?
  2. Hi there! So here's my issue. I have a player sprite which has an orb sprite attached to it as a child. Player = function (game, x, y, image) {, game, x, y, image); //calls constructor this.orb = this.addChild(game.make.sprite(0, 0, 'orb')); game.add.existing(this); }; /*--------------------------------------------------------*/ Player.prototype = Object.create(Phaser.Sprite.prototype); Player.prototype.constructor = Player; /*--------------------------------------------------------*/ I want to reference the x and y positions of the orb so that I can shoot bullets out of it. BUT, if I console.log(this.orb.x) or the y position, the value that is returned is 0. What do I do so that I can get the x and y positions of the orb, relative to the game world and not the parent sprite??
  3. in my scene I have created 3 cameras (free camera) in a blender SCENE and exported the scene, I want to get that camera in a different variable so I can use them to switch in between them. Is there anyway I can get those cameras from code like getMeshByName or getCameraby name. can anybody direct me the proper way?
  4. Hi all, Are there any way to set my import mesh (obj) to height of ground? I have done something similar with SPS but in this case I have to do this with differents meshes which have been imported to scene. Thanks!
  5. Is there any way to get the absolute position of a sprite? I have a group holding several sprites and I want to move one of them. The group will be moved as a whole. The sprite's position is relative to the group, but I would like the position relative to the world, or more precisely, relative to the activePointer. I have tried using physics.arcade methods, such as angleToPointer, but those methods do not take inte account the object's offset, that is its parents' positions (the group's position). Is there any way built into Phaser to accomplish this? Or do I need to iterate over all parents and calculate the absolute position in my own function?
  6. Hey Guys! I am making a game when I need the player to look at mouse pointer. I implemented this. But Phaser seems to be giving coordinates only inside canvas bounds. which gives effect like this: demo I get mouse coordinates like this: lookAtMouse() { const mouseX =, mouseY =; this.lookAt( mouseX, mouseY ); } lookAt( targetX, targetY ) { const targetPoint = new Phaser.Point( targetX, targetY ), entityCenter = new Phaser.Point( this.body.x, this.body.y ); let targetAngle = ( 360 / ( 2 * Math.PI ) ) * targetPoint, entityCenter ) - 90; if ( targetAngle < 0 ) { targetAngle += 360; } this.angle = targetAngle; } Is there any way that I can get mouse coordinates outside of the canvas ?
  7. Hello everyone, I'm trying to get my head around how to work with animations in Blender and Babylon. I have no trouble exporting/loading etc and my animations works except in one aspect. I have added some movements to my object in Blender and with movement I mean that my object changes position. My problem now is that if I "walk" with my object in the browser each animation will begin where the object is added during the initialization. I have tried to find some data giving me the new position of the object when one animation is finished. Problem seems to be that the position of the object (mesh) doesn't actually change during the animation even though the object "moves". Does anyone have any suggestions of how to solve this issue? Or aren't you supposed to change position in Blender, only make animations where the object stays in the same spot all the time? Just seems strange if that would be the case...
  8. tl;dr when I move parent, child position is updated too late, how to manually force to update child position when I move parent? Hello, in my game I have a group of sprite objects (Ships) this.shipsGroup =; Each Ship before adding to this.shipsGroup have two other groups as children : var actualShip =; var surrounding =; for (var m = 0; m < 3; m++) { var temp = game.add.sprite(-halfSize - 50 + l*50, tempy, 'red'); temp.anchor.setTo(0,1); tempy+=50; if(m == 1 && l > 0 && l < ship.unitSize+1) { actualShip.add(temp); } else { surrounding.add(temp); } } ship.addChild(actualShip); ship.addChild(surrounding); this.shipsGroup.add(ship); Note: every child object has position relative to parent (so child position (0,0) is on parent) Everything is fine up to this point. I'm moving my ships using something like that in every possible direction (I'm moving them on 50x50grid). This check is in update method of game. if(this.draggedShip.position.x - game.input.mousePointer.x >= 50 && some_boundary_condition) { this.draggedShip.position.x-=50; this.checkOverlap(); } So, after my ship has moved to next grid, I'm calling checkOverlap function to check on top of which grid fields actually is the ship. (I have seperate group of sprites for each grid field) checkOverlap: function() { for (var i = 0; i < this.draggedShip.children[0].length; i++) { for(var j = 0; j < this.fieldsGroup.children.length; j++) { if(this.draggedShip.children[0].children[i].overlap(this.fieldsGroup.children[j])) { this.fieldsGroup.children[j].alpha = 1; } } } }, What is wrong : it looks like sprite.overlap uses OLD children positions (before parent move). So when I move my ship 1 field to the left, the result of this checkOverlap function are fields where the ship was in previous step. How it should be: children positions should be updated before my checkOverlap call. How can I force to do it? I was trying to call update on childrens but it didn't work. Phaser 2.6.2
  9. Recently discovered that there's a v4 of the wonderful PIXI.js. An hour or so of font- & generateTexture-refacturing and I'm in the clear, except for the tweens. The tweening library that I'm using is Tween.js ( ) which has been working great for me so far. Apparently, in v4 there's been some changes to how the position, scale, pivot and probably some more values are being set, rendering most of my tweens unable to ...tween. Tweening the alpha works fine, as it seems to be unchanged. According to the v4 source, the affected values all have this comment in common: * Assignment by value since pixi-v4. ( ), which is what prompted my current, albeit unsatisfactory, solution. To illustrate I'll show two examples of code, first one that works in v3 but not in v4 and then my current solution. This code example is no longer able to set the x position in v4: new TWEEN.Tween(stage.position) .to({ x: value }, 500) .start(); However, a solution is to use the onUpdate()-function of Tween.js and set the position manually with a temporary object acting as the target. This code example using onUpdate() works with v4: var temporaryObject = { x: stage.position.x }; new TWEEN.Tween(temporaryObject) .to({ x: value }, 500) .onUpdate(function() { stage.position.x = this.x; }) .start(); Which is a relief (been a rough day), but it also means that I have a lot of tweens to refactor in a tedious manner. My question is if there's a better way to refactor these old tweens that requires less change? I'm not super experienced with the high level of code that's in the source.
  10. I have an imported, animated, rigged character mesh. I want to move its z position on keyboard input. I'm not seeing a position attribute on the Skeleton or on the Bones. I'm not seeing an obvious way to do this. playground at:
  11. In it appears that setting light.position has no effect. I made and the same. What am I missing?
  12. Hello everyone, In the example above, on the left should be exactly what's on the right. But, the mesh should stay in place, I don't want to change its position to compensate for the new pivot point. ajustPosition bellow should be 0. var offsetUnit=2; var ajustPosition=offsetUnit; var box1 = BABYLON.Mesh.CreateBox("box1", 2, scene); box1.position.z = -2+ajustPosition; box1.setPivotMatrix(BABYLON.Matrix.Translation(0, 0, -offsetUnit)); How to set the pivot point and keeping the mesh in place without changing its position?
  13. Given a vector expressed in global space and a mesh, how can I get the position of this vector within a mesh local space? Or, alternatively, how can I get a parent position within a child local space? Update: Just figured it out... It is simply vector.subtract(Mesh.getAbsolutePosition()), right? Update2: Ok it's not... Because it doesn't take in account the mesh rotation.
  14. Hello ! In the mesh object, there is an array called subMeshes containing the different materials applied to the mesh. It would be cool to be able to access to the position of the "submesh". For example, a black textured material for the boots and we can get the center position of the boots. It sounds maybe useless because some materials are applied everywhere so : a way to access to the position of a specific part of the mesh, a vertex group (in Blender) for example. Is there a way to access to the position of a bone in world global space and then copy this position for a mesh (without attachToBone) ? I tried to check the numbers in all the matrices included Worldmatrix but it doesn't give the right thing. Thx for your attention.
  15. Hi, Im looking for a way to place objects relatively to other nested objects. ( objects that have a chain of parents that have been moved, rotated ). I searched the docs but couldnt find anything that could do what im looking for. Ive tried position.add / addToRef etc but they dont take object's rotation/parent chain into account. An example of what id like to do: A player turns 90 degrees in x direction. A weapon that is parented to the player, turns another "n" degrees. Now, how would i put a bullet at the tip of the weapon. ( without setting its parent = weapon ). After the bullet is created, it would move/follow objects in global space/coordinate system. in pseudo code: bullet = new Bullet();//extends Mesh. bullet.position = player.weapon.position.clone().translate(BABYLON.Axis.Z, weapon_barrel_length, BABYLON.Space.LOCAL); Note: position object doesn't have translate function, only mesh. My actual case is a bit different but this example explains it better.
  16. When using chains of parent objects, especially with large distances, the camera jumps all over the place: Problem kicks in just after a distance of 10,000,000. This could perhaps be solved by utilising Edit: Problem occurs when there's a large differential between the size and distance when using parent objects:
  17. Hey everyone! So I'm pretty new to Phaser and I'm having a hard time making the player's bullets stop at a certain point (e.g killing the projectile at around 30px after its original position, etc). I want the player to have a limited projectile range and I'm just wondering how you can implement that because all my attempts of trying to figure it out have failed so far, so I'm seeking help from you guys... Thanks for any advise!
  18. Is there a way to position every frame with different positions in MovieClip in case where frames are different sizes. As much as I explored, I couldn't find a way, because frames created with new PIXI.Rectangle have only x,y (which is frame position on spritesheet) and width and height.
  19. Any chance to battle those small precision errors? (check console -> x:200.39999389648438)
  20. Hello, I am having trouble with the shadow generator, this playground illustrate my problem => I made a room with a window. Then I add two lights with a shadowgenerator for each one, the two sphere show their position into the scene. The one outside the room act properly (you can see light pass through the window), but the one inside the room light nothing. If you comment line 97 -> 104 (remove the roof) the light inside act properly. Thanks
  21. Hi i need some help with my school assignment so what i want to do is to kill the children at the same time if all the children's y position more than 820. or if i can check all the position of the children or the group ( i dont think that possible). animals.forEach(function(animal) { var z=0; if (animal.y > 820) { z++; console.log(z); } if (z>6) {animal.kill();} } ); the number of the children is 5 and the problem is the number of z is always 1 therefor the animal.kill() never been process. thought?? or do you have better way to check the position? really appreciate the help guys thanks
  22. Hi guys, I would like to ask about group events and position that I assigned manually. If there a clean way to approach this? this.mouth1 = this.mouthGroup.create(150, 40, 'mouth1'); this.mouth1.inputEnabled = true; this.mouth1.input.enableDrag();, this);, this); this.mouth1.scale.setTo(0.5); this.mouth1.anchor.setTo(0.5); this.mouth2 = this.mouthGroup.create(150, 120, 'mouth2'); this.mouth2.inputEnabled = true; this.mouth2.input.enableDrag();, this);, this); this.mouth2.anchor.setTo(0.5); this.mouth2.scale.setTo(0.5); this.mouth3 = this.mouthGroup.create(150, 200, 'mouth3'); this.mouth3.inputEnabled = true; this.mouth3.input.enableDrag();, this);, this); this.mouth3.anchor.setTo(0.5); this.mouth3.scale.setTo(0.5); etc....
  23. Scenario: I want to move a mesh along the z axis. Option 1: set up a Babylon Animation using keys etc to move the mesh to desired position Option 2: update the meshes position.z (+1 or -1) in the render loop until the desired position Question: Which of these options would be the most CPU intensive? Is there something special about Babylon Animations that make them worth using over option 2? Thanks
  24. Hi, I have a group with different elements and i want to move this group at a position without effect. I use the position.set to hide my group at the top of my screen. Next, i call the e.transition who move my group to bottom> it works After i call the e.transitionback who move the group to the top to hiding this group > don't works The behaviour is that my group seems to be to the position.set (0,-480) so the transitionback seems to not work because it move from -480 to -480. However the previous tween move this group to the position.y=0...idon't understand. Why ? and how do you do to prevent that ? Group.position.set(0,-480) transition=game.add.tween(Group).to({x:0,y:0},700,Phaser.Easing.Elastic.Out,true,2000,false); transitionback=game.add.tween(Group).to({x:0,y:-480},4700,Phaser.Easing.Elastic.Out,true,4000,false);
  25. Hola hola, So I am working on a 2D basketball game. I am using 2 small sprites (with circular physics bodies) on each side of the basket rim for collision detection with the ball. I parented the 2 sprites to the backboard so I could move them all together (as shown in the child sprite example). I turned on the debug draw for the physics bodies and found the 2 bodies were not in the same position as the sprites. //Load net sprite =, 200, 'net');; //Add hoop children markers this.leftMarker =, 60, 'marker')); this.leftMarker.anchor.setTo(0.5); this.rightMarker =, 60, 'marker')); this.rightMarker.anchor.setTo(0.5); I parent them like so.. but my physics bodies don't act as if they are parented. They should be at the same position as the sprite, but instead they are (-66, 60) and (66, 60) from the top left corner (0, 0) instead of (-66, 60) and (66, 60) from the parents position (world center x, 200). You can see the attached image as an example. Is there something I am missing? Is this the way it's supposed to be? Can I somehow update the physics bodies to line up with the sprites easily?