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Found 97 results

  1. I have an array of items (stored as strings) I am displaying on screen as sprites, in an inventory. I want to update my array when an item is removed from my inventory, so I want to write a function that resets the x position of the objects. I can log out the right object and the right index value, but I can't seem to set the position of the object using this function. Any ideas ? example: inventory('key', 'rock', 'sword', 'note'); resetSlots: function() { //for every item in inventory, slot position is index number. inventory.forEach(function(item, index){ item.x = index * 150; console.log(item.x); //this returns "undefined" }) },
  2. Move world position on canvas

    Hi I have a newbie question that I feel silly asking but I couldn't find an example that demonstrated this yet. I have set the size of the canvas using the following code: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'new-phaser-game', { preload: preload, create: create, update: update, render: render }); I have added a sprite that sits at the bottom of the screen full width (as expected) using the following: shapeMenu = game.add.sprite(0, 500, 'shapeMenu'); Now I would like to resize the world so that it sits inside this area with a margin around it (but inside the canvas). I have done this, but the world is sitting in the top left corner: game.world.setBounds(0, 0, 400, 400); Could any one advise on how I move this to the center of the screen (without moving the shapeMenu sprite as well)? Thanks!
  3. Hi, I noticed that when I load a mesh at a certain position, the bottom center of the mesh will be at that position. For example, If I create a ground and then load a mesh at (0,0,0) then the mesh will be on the ground. So the actual center of the mesh is above the ground. How can I change the center of the mesh so that, for example, its actual center appears at (0,0,0)? Is there some sort of offset I can add? I hope the question makes sense. Thanks!
  4. Hi, Is there a way to render a part of 2D image on the screen with fixed position? Like in CSS we have position: fixed, position.left and position.top. I would like still to be able to use babylon.js options vOffset, uScale and wAng, like for textures, to move a visible part of the image. I could use a Plane with a texture, but I don't see an option to disable texture's repetition. Also I don't see a way to place it where I need on the screen with needed width/height. And still.. I need to disable lighting for it, set emissiveTexture, etc. So maybe there is a cleaner way to do this?
  5. Tracing a rotating point

    Hi I'm still pretty new to phaser, and I've looked through the docs and a few examples, but still haven't found a solution to my problem. So, i have a sprite that is rotating around a set anchor, and I want to get the x and y coordinates of a specific point on this sprite. I could just do it with trigonometry and whatever, but I'm thinking that there has to be an easier way using phaser. Thanks in advance.
  6. Hey everyone hopefully this is worded ok and you are having a good day. I currently have a playable character which can be moved around and collide with objects. The issue i am having is once it has collided with a certain object i want the players character sprite to increase in size however when i do this using sprite.scale.setTo for some reason the position of the player sprite moves to 0,0. Apologise if that was not enough information i can provide more if needed.
  7. Hey everyone hopefully this is worded ok and you are having a good day. I currently have a playable character which can be moved around and collide with objects. The issue i am having is once it has collided with a certain object i want the players character sprite to increase in size however when i do this using sprite.scale.setTo for some reason the position of the player sprite moves to 0,0. Apologise if that was not enough information i can provide more if needed.
  8. Hi, I'm a new user and I do not know the rules of this forum. However, let you understand, I first define the context. I'm developing a peer-to-peer game, using the "simple-peer" API, all based on the opponent's position (x, y). My only issue concerns updating the remote sprite video so that I can update it using only using the moveToXY () function and if the tween do not work. Positions are captured with the peer's "data" listener, saving them to an array position: peer.on ('data', function (data) { positions = data.split("-"); console.log (positions[0] + "-" + positions[1]); } In the update function I would instead use this feature: this.tween = this.add.tween (opp) .to ({x: positions[0], y: positions[1]}, 1,Phaser.Easing.Linear.None, true); but unfortunately it does not work. I tried to test the tween replacing positions at player.x and player.y, but it works. How can I do? I am desperate.
  9. Hi !, I'm looking at how vertices work so that I can work with and transform my mesh later. For that I started with a simple box to find the order and give a number on the vertices group. Can someone explain to me why numbers 3 and 7 are in the same place? https://playground.babylonjs.com/#3CZLNK Thank you !
  10. Hello, i am again... i have a realy noob question but cant find an answer. Since i playing with this Playground i try to figure out how i can get the position of the car (mesh = carBody ?) Im not successful. Line 42 - 44 scene.registerBeforeRender(function(){ console.log("Poisition", carBody.position); }); The only thing that changes is when i turning the steering wheel. Nothing about the position on the ground... I tought the carBody "merge" all meshes into one and move them around with them. So that the positions property on child meshes a relative to the parent mesh. I dont get it...
  11. hi, I have a physic body which should be static on the ground, but I log it's position, and it actually keep changing slightly, why? https://playground.babylonjs.com/#KQBGAR
  12. Camera following with delay

    Hi guys, First excuse me for my english. I want the camera to follow a sprite and I set the position of this sprite every frame. function create(){ this.player = new Player(this.game); this.playerController = new PlayerController(this.game, this.player); this.cameraTarget = this.game.add.sprite(this.player.x, this.player.y, "cameraTarget"); this.cameraTarget.anchor.setTo(0.5, 0.5); this.camera.follow(this.cameraTarget); } function update(){ this.playerController.move(); this.cameraTarget.x = this.player.x; this.cameraTarget.y = this.player.y; } This work but the camera have a small delay, here is some picture of this (red = player, yellow = cameraTarget). Not moving : Moving to the right : Moving to the left : You can see the delay of the camera with the yellow box's offset (Trust me the yellow box is always centered on my screen). The stranger thing is when I set the follow of the camera on the player it work well, no delay. Don't tell me to set the follow of the camera on the player plz, I need this cameraTarget for later calculations. Here is the gitHub if you want the code : https://github.com/JohnyBro/Platformer If someone can help me with this it will be appreciated.
  13. Understand toLocal result

    I'm reading some tutorials about pixi.js and I can't understand the result I got from toLocal. I expect the result to be 100,100 however I got 200,200. Console output: bunny1: 100 100 bunny2: 200 200 200 200 Code: // create our little bunny friend..S var bunny = new PIXI.Sprite(texture); bunny.interactive = true; bunny.buttonMode = true; bunny.anchor.set(0.5); bunny.scale.set(1); bunny.x = 100; bunny.y = 100; // create our little bunny friend..S var bunny2 = new PIXI.Sprite(texture); bunny2.interactive = true; bunny2.buttonMode = true; bunny2.anchor.set(0.5); bunny2.scale.set(1); bunny2.x = 200; bunny2.y = 200; // add it to the stage app.stage.addChild(bunny); app.stage.addChild(bunny2); console.log("bunny1:",bunny.x,bunny.y) console.log("bunny2:",bunny2.x,bunny2.y) console.log(bunny.toLocal(bunny.position, bunny2).x,bunny.toLocal(bunny.position, bunny2).y)
  14. Hello, guys. I'm newbie on 3d programming. I want to display sprite like GUI that has a function linkWithMesh. but it hasn't. In this example, sprite's position from a mesh is changing, not fixed. https://www.babylonjs-playground.com/#87HQN6 the mesh must have BILLBOARDMODE_ALL. how to make sprite to track mesh's position like GUI's linkWithMesh.
  15. What is the BEST way to move a camera by position... When using one of the built-in cameras ... you get good smooth movement... If I try to manually move the camera around using camera.position I don't get the desired effect. I can move the camera around using code like this (delta movements from input): public updateCameraPosition(camera: BABYLON.FreeCamera, horizontal: number, vertical: number, speed: number): void { if (camera != null) { var local = camera._computeLocalCameraSpeed() * speed; var cameraTransform:BABYLON.Matrix = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0); var deltaTransform:BABYLON.Vector3 = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(horizontal * local, 0, vertical * local), cameraTransform); camera.cameraDirection = camera.cameraDirection.add(deltaTransform); } } but when I just try set camera position... its funny (I know that vague)... But it would hard to show with all the "Test Project Code" I am using to learn how to move a camera around "Unity-Style" Just wondering of simply setting camera.position (on a universal camera) should give me free range movement like a unity camera.
  16. Failing miserably with alignTo()

    Currently making a menu, I have a bunch of buttons, that are essentially groups containing the button sprite itself and text. Trying to vertically align each subsequent group with their previously added button sprite inside the group (since we can't directly alignTo() groups). The code is essentially how it reads below: let rect, buttons; let InitState = { preload: function() { let square = this.game.add.graphics(0,0); square.beginFill(0xFFFFFF,1); square.drawRect(0,0,200,100); rect = square.generateTexture(); square.clear(); }, create: function() { buttons = this.game.add.group(); buttons.position = {x: 50, y: 50} let btnarray = ["ONE","TWO","THREE","FOUR","FIVE"]; btnarray.forEach(function(btnTxt) { let buttonGroup = this.game.add.group(buttons); let image = rect; let buttonImg = buttonGroup.add(this.game.make.button(0,0,rect)); let txt = buttonGroup.add(this.game.make.text(buttonImg.width/2,buttonImg.height/2,btnTxt)) txt.anchor = {x: 0.5, y: 0.5}; if(buttons.children.length>1) { // We won't be needing to align the first one buttonGroup.alignTo( buttons.getAt(buttons.children.length-2).children[0], // buttonImg Phaser.BOTTOM_LEFT, 0, 4 ); } }.bind(this)) }, } let Game = new Phaser.Game( 800, 600, "", Phaser.AUTO, InitState ); This is a simplified version of what I'm doing, but even in this simplified version, the same thing occurs. The first and second buttons are correctly placed, but the third one is positioned in top of the second, and the fourth in top of the third. As you can see on the picture below, we can only see the first and last buttons, because the rest is buried under "five". alignTo() always refers to the second-to-last button in the group (the last being the one I'm trying to move), so why it seems to always take position (0,0) (relative to buttons) as reference? Thanks in advance.
  17. Hello, I cannot figure out how the get an updated Bounding Box after the rotation, position or scaling of a mesh. Here the playground: https://www.babylonjs-playground.com/#5HP8KU#1 Thanks in advance for the help
  18. Locked Axis

    I am setting up some camera rotation things and I want to know how to lock the camera rotation, so when I move the mouse on the y axis (the camera is pointing at the mouse btw) it is locked to stay looking at part of the screen that for examples sake is above 30% from bottom and below 70% of the scene? Also i want to know if i can set up a mouse hover for movement the pseudo code would follow; -detect mouse position -if position is under 40% from left to middle rotate camera left, if position is between 40-60% rotation left at a slower speed if position is greater than 60% from left to right rotate camera right I currently have it spinning the scene following the mouse, as simple as; function mouseMove(e){ camera.rotation.y = scene.pointerX/1000; camera.detachControl(canvas); } note: the detach control removes the click to drag default feature that i do not want.
  19. function addSphere(scene, { x, y, z }: Object, diameter: number = 0.05, color = new BABYLON.Color3(0, 0, 0)) { const sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter }, scene); const material = new BABYLON.StandardMaterial("texture1", scene); material.diffuseColor = color; sphere.position = new BABYLON.Vector3(x, y, z); sphere.material = material; } const positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); const zeroCoord = { x: positions[0], y: positions[1], z: positions[2], }; addSphere(scene, zeroCoord, 1); Demo As you can see in the code, I am just trying to get vertices of the foot. and the placing a sphere on the first vertice of the foot. But for some reason, as can be seen in demo, the sphere is added somewhere not even remotely close of the foot. You can download the mesh here. Why is this happening ? I've been trying to fix this for two days now, but I can't seem to do it. Edit: I am using babylonjs exported for blender. Edit2: Added playground url https://www.babylonjs-playground.com/#EEKFSK#2
  20. Hi all, is it possible to disable camera movement except rotation, so as to get a streetview-like camera ? I prepare a playground : http://www.babylonjs-playground.com/#K4TSQD Here we have a sphere, with a spherical texture mapped on it, camera is placed on its center, and all we want for now it that user can't move, but still can look around. Is their a way to override movement settings, or other tweaks ? Thanks for helping
  21. Is it possible to get the absolute rotation of a child mesh, in the same way it is possible to get the absolute position of a child mesh via mesh.getAbsolutePosition?
  22. i just had a problem to calculate the camera position to fit all kinds of size of meshes. this pg make the mesh in the center of the screen (you can change the ground size), but not working on mobile devices. don't know why. https://www.babylonjs-playground.com/#P6JAWE
  23. I have been having problems when I scale my gamemaker 2 html5 game to fit the height of the browser. Once it scales up it no longer detects the mouse position. Without it being scaled to height I am able to click on my enemies, but when it is scaled to browser height I am unable to. I figure it has to do with the scaling to the browser height Thanks in advance! if(os_type == os_windows){ ideal_width = 0; ideal_height = browser_height; start_b_width = browser_width; start_b_height = browser_height; aspect_ratio = browser_width/ browser_height; ideal_width = round(ideal_height / aspect_ratio); if(ideal_width & 1){ ideal_width++; } room_set_width(rm_game, ideal_width); room_set_height(rm_game, ideal_height); surface_resize(application_surface, ideal_width,ideal_height); room_goto_next(); alarm[0] = 60; } //In my alarm window_set_size(room_width,room_height); window_center();
  24. 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) { Phaser.Sprite.call(this, 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??