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Found 680 results

  1. dude78

    change sprite bounds

    Hello guys. I use: this.load.atlas('spriteName'); to load a sprite. To see its bounds and body (for interacting with other objects) we can use: this.debug.body('spriteName'); this.debug.spriteBounds('spriteName'); At the beginning these sizes are the same but we can change body size in such a way: (docs) this.spriteObject.body.setSize(width, height [, offsetX] [, offsetY]); The question: how to change sprite bounds? Is there any way? Thanks in advance.
  2. How can one create group sprite at intervals? Here is my code <code> function createPlate() { this.add.group ({ key: 'goodPlate', repeat: 4, setXY: { x: 70, y: 100, stepX: 120, stepY: 20 } }); } this.time.events.loop(3000, createPlate, this); </code>
  3. Zampano

    Group Alpha

    Hey everyone. Is there a possibility to use something like a "master alpha" for a group of sprites instead of them all having their individual alphas changed? If that's not clear enough: I have a group of overlapping sprites that make up a bigger element. Now I want to fade this in/out as one single object using a tween. Instead, the sprites fade individually which results in them overallbeing less transparent in overlapping areas as well as initially covered sprites to shine through for the duration of the fade. Obviously, I could alternatively just make it all one sprite, but due to multiple possible combinations, that would be quite costly. Does anyone have an idea? Thanks! EDIT: After some more research, I think rendertexture might be what I need, right?
  4. AlbertoVGDD

    Can´t manage AnimatedSprite to work

    Hi, I am complete beginner with JavaScript and pixi.js. I've been learning these days the basics (sprites, shapes, text, buttons...) following the tutorial on the GitHub page. I was planning to use now animated sprites (using a sprite sheet) and found this on the documentation for the version I'm using (v4.8.2). That page contains a piece of code that doesn´t work on my project, and it is not recognised by vscode's intellisense either. // The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} // containing the animation definitions: PIXI.loader.add("assets/spritesheet.json").load(setup); function setup() { let sheet = PIXI.loader.resources["assets/spritesheet.json"].spritesheet; animatedSprite = new PIXI.extras.AnimatedSprite(sheet.animations["image_sequence"]); } Is it deprecated, or am I missing something that is not mentioned there? Thanks in advice for your help. EDIT: I attached some pictures that showcase my issue.
  5. I'm able to pick sprites with Scene.pickSprite, but is there a way to pick them with scene.pickWithRay? PickWithRay only seems to return meshes (I've set isPickable to true on the sprites and confirmed that they're pickable with Scene.pickSprite). The use-case is, I'm trying to pick sprites with a 3DoF VR Controller, so I don't have a 2d pointerX and pointerY to work with, only the controller's forward ray. I'm thinking that my options are: a. Use Vector3.Project to try to unproject the pickedPoint of pickWithRay (I'm using a skybox, so the ray will always hit something), then put that point into Scene.pickSprite. I tried this quickly, but I think the unprojected point might be off b. replace the sprites with billboarded mesh instances that can directly be hit with pickWithRay. I suspect this might be the easiest option? Or is there some easier way to pick a sprite with a ray?
  6. Hi guys, I'm facing a problem.I have a leaderboard .The profile pic in those should be rounded masked.So I put mask for all profile pics.But when i scroll leaderboard ,masks are not moving with respect to their sprite.Please help guys.Its urgent
  7. Hi guys, How do I make it that the black square moves with the red square but NOT scale? Example: jsfiddle When you click on the small blue square the big white square gets smaller. The big red square scales with the white square. This is what I want but... the little black square should not scale but change position, is that possible? The black square should be in the red square BUT with the same height and width.
  8. Hey, I am Tar van Krieken and I am working on a simple 2d game with a friend of mine. Neither of us are particularly good at graphics however, so we are looking for someone that can create some 2d textures for us and help with the style and theming of the game. We will require sprite animations for entities that walk around and do some other things, as well as textures for blocks and other things in the world. None of the graphics have been done, so it would be entirely up to you. I don't want to give away too much information about the game yet. It is not really a secret, but I would rather not have it on a public forum before we can finish it anyhow. It is roughly a 2d puzzle game similar to lemmings. I don't mind whether it has a pixelated style or not, but I have been working on some things to give the game a 3d feel despite being 2d, so it will have to fit that. Here is a video of some tests I have been doing: https://puu.sh/Bi2bS/e442b24781.mp4 . It makes use of normal maps to create semi 3d lighting, together with shadows that I have been working on: https://github.com/TarVK/pixi-shadows . I can explain how normal maps work if you are interesting in collaborating and don't know this yourself yet. Some of my other work can be found here: https://github.com/TarVK http://ludumdare.com/compo/author/thegunmaster/ As can be understood from this being in the 'unpaid' section, I am not willing to pay anything for the work. After the game is done we will have to decide where to publish it however, so if it turns out we make any money off of it, these profits will be shared of course. But that is a rather unlikely scenario, it will probably end up somewhere for free. Let me know if you are interested in working together, please link me some of your work, and then maybe we can get in touch
  9. Has anyone encountered a problem with the load progress reporting incorrectly when loading sprite sheets? I'm loading a large sprite sheet and loading goes from .5,.33,.66, to 1.00 immediately and loads these numbers every time. The game does eventually load fine, but way after load progress reports 100%. Here's the code: this.load.multiatlas('sprite_sheet1', 'sprite_sheets/sprite_sheet1.json', 'sprite_sheets'); this.load.on('progress', function (value) { console.log(value); }); I'm using Phaser 3. Anyone see any problems with the way I'm doing this?
  10. I would like to increase a sprite's hit area so that its easier to tap on it on mobile. I would like to keep its body the same size however as there are collisions in the game that depend on it. How can I accomplish this? I tried paddle.body.setSize(500, 200, 0, 0); but this seems to increase the body size, screwing up collisions. Thanks!
  11. How to pass the cursor object to a method that belongs to a class that inherits the Phaser.Sprite class? I have a class that inherits from Phaser.State in which I create a cursor object and pass it to the update method from another class. class Play extends Phaser.State { create() { this.physics.startSystem(Phaser.Physics.ARCADE) ... this.player = new Player({ game: this.game, x: 32, y: this.world.height - 150, asset: 'dude' }) this.game.add.existing(this.player) } update() { const cursors = this.input.keyboard.createCursorKeys() this.player.update(cursors) } } Player class - problem occurs in the if condition: class Player extends Phaser.Sprite { constructor({ game, x, y, asset }) { super(game, x, y, asset) this.game.physics.arcade.enable(this) this.body.bounce.y = 0.2 this.body.gravity.y = 300 this.body.collideWorldBounds = true this.animations.add('left', [0, 1, 2, 3], 10, true) this.animations.add('right', [5, 6, 7, 8], 10, true) } update(cursors) { this.body.velocity.x = 0 if (cursors.left.isDown) { this.body.velocity.x = -150 this.animations.play('left') } } } Error message: "TypeError t is undefined"
  12. jd.joshuadavison

    Overlap ignores scroll factor

    I'm using a callback function on the overlap method, but it's firing at the wrong time. After a bit of calculation/trial and error I worked out that it is firing where the sprite would have been if the scrollFactor of the sprite was the default setting of 1. I assume this is a bug? See demo on jsFiddle. Update: it also ignores the objects origin and assumes its origin is the default 0.5. I've updated the demo. Update 2: I'm now fairly certain this is not expected behaviour, so I've raised an issue on GitHub. Thanks, Josh
  13. Sammdahamm

    Trying to implement "moveToPointer"

    Hi Guys, so Phaser 2 had a method, game.physics.arcade.moveToPointer() which moved a sprite with a given velocity towards the cursor. It seems like this has been replaced in Phaser 3 by a "moveTo()" method in ArcadePhysics, so I'm trying to reimplement it myself. I create a spriteGroup: this.projectiles = this.physics.add.group({collideWorldBounds: true}) and then later create & attempt to fire a projectile from within a "fireProjectile" method: this.firePlayerProjectile = function(projectileType){ let projectile = this.projectiles.getFirstDead(true, this.player.sprite.x-16, this.player.sprite.y-32, projectileType); this.scene.physics.moveTo(projectile, {x: this.scene.input.x + this.scene.cameras.main.scrollX, y: this.scene.input.y + this.scene.cameras.main.scrollY}, 750); } This does create the projectile sprite in the correct location, but rather than then travelling towards the target location, it just sorta of flashes and disappears after a second. Can anyone tell what I might be doing wrong? How do I get the projectile to move to a given location (and beyond) at a constant velocity? Thanks, Sam
  14. andrei.nicolae

    Sprite with alpha

    Hi guys, I have a tiny sprite placed in a png sized like the game, with alpha, so I only see my tiny sprite surrounded by blank space. It's done this way because I want to place it in (0, 0) and be displayed in it's original position. So, I'm trying to place this sprites and they all go in the same place, center of the screen, like they are trimmed sprites. Any solution for this? Thank you.
  15. alexoy

    Hide a sprite

    Hi, Looks like there is no option to hide a sprite, like sprite.isVisible = false; - could you add it please? But please don't mention setting the size to 0 or removing/recreation the sprite it's an ugly hack, we do not do that with meshes and other things, right?!
  16. Hi all, Slowly making progress on my character creation game. I've layered multiple sprites, so that each sprite can be easily "tinted" to the user's preferred colour. The layers so far are added like so: Cat Body Pupil Face/Eye shape Each layer is animated. The pupil and the face are aligned, hence should be playing the same frame as each other to look correct. This works fine up until a point. The issue is, when the user selects the eye shape they desire, the two sprites go out of sync, and the animation looks something like this: This is the relevant code to trigger the event: facekey = 'catfacegoth'; create function; player = this.physics.add.sprite(200, 370, 'whitecat').setInteractive().setDataEnabled(); playereyes = this.physics.add.sprite(260, 350, 'cateyes').setInteractive().setDataEnabled(); playerface = this.physics.add.sprite(260,350,facekey).setInteractive(); normaleyeicon.on('pointerdown', function (pointer, normaleyeicon){ facekey = 'catface'; console.log('normal face'); }); gotheyeicon.on('pointerdown', function (pointer, gotheyeicon){ facekey = 'catfacegoth'; console.log('goth face selected');}); update function: player.anims.play('default', true); //body animation if(facekey == 'catfacegoth'){ playerface.anims.play('gothblink', true); // face/eye shape playereyes.anims.play('blink', true); //this is the pupil layer } if(facekey == 'catface'){ playerface.anims.play('faceblink', true); // face/eye shape playereyes.anims.play('blink', true); // pupil } My suspicion is that the pupil isn't restarting from frame 0 when the facekey variable is changed, but rather continues playing from the current frame. Is there a way to "reset" the current animation so that they both play from frame 0 when the facekey variable triggers the change?
  17. Hello guys, I have troubles with showing shapes that have an opacity < 1 and which are behind a sprite that also has an opacity < 1. I attach a screenshot and here the playground As you can see the shapes behind the sprite disappear I tried differents options with material's shape such as : forceDepthWrite needDepthPrePass separateCullingPass zOffset But nothing works, and on the Sprite side we don't have a lot of parameters to play with. I wonder if it's not due to a kind of optimization of babylon to not drop down the render.
  18. This sounds really stupid considering Phaser.Tilemap has built in getTileBelow and getTileAbove functions. However, I still can't get this to work. I am creating a Pacman clone in Phaser, and have ran into trouble. I have a method moveUp() that looks like this moveUp: function() { if (cursors.up.justPressed() && this.pathUpAvailable()) { pacman.body.velocity.x = 0; pacman.body.velocity.y = -(gameStats.pacmanVelocity); pacman.frame = 6; pacman.animations.stop(); pacman.animations.play('pacmanUp'); } }, In short, I have four different animations defined depending on which direction Pacman is going in. As such, it doesn't make since to play the animation for moving right when he's moving up and there is a wall to the right. As such, I decided I needed to create four separate functions to determine whether there is a wall in each direction. Here is what the pathUpAvailable() method looks like. pathUpAvailable: function() { return map.getTileAbove(0, (pacman.x / map.tileWidth) | 0, (pacman.y / map.tileWidth) | 0).index == -1; }, If you look at the documentation here http://phaser.io/docs/2.4.4/Phaser.Tilemap.html#getTileAbove It says that this method takes in the following three parameters. layer: The index of the current layer. In my case, I only have one, which defaults to 0. x: The x coordinate to get the tile from. It's important to note that this is measured in tiles not pixels. The x position for a sprite is measured by pixels. As such, we need to divide this value by the tile width as defined in a Tiled JSON file. This value will be a number with decimal points, so it needs to be rounded. Since arrays are zero-indexed in JavaScript we must take the floor of this value, which shorthands to | 0. y: See above. Measured in tiles not pixels This returns a Tile object, of which it seems like the index property determines whether there is a tile there or not. If there isn't, -1 will be returned. This has led to some unpredictable results. Sometimes, it will work, but for example, when the x coordinate of the character is above 400, I will receive the following in my console. Cannot read property 'index' of undefined at Object.pathUpAvailable at Object.moveUp at Object.movePacMan at Object.update I have attached a screenshot demonstrating where the issue occurs Here are a couple of things to keep in mind. It might look like I made a mistake using map.tileWidth twice for the x and y axis and it probably was a mistake. That said, both my tileWidth and tileHeight are set to 6 pixels, so that wasn't the problem here I would like to eventually display the score at the top, so I decided to center the map. I called map.fixedToCamera = false; and then set the position property of the map to center it. Given that I received the above message at a high x coordinate position, this would seem to indicate the problem was with that. I think showing my map1.json file could also be helpful here. { "height":76, "layers":[ { "data":[621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 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, 0, 621, 0, 621, 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, 621, 621, 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, 0, 621, 0, 621, 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, 621, 621, 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, 0, 621, 0, 621, 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, 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621], "height":76, "name":"WallLayer", "opacity":1, "type":"tilelayer", "visible":true, "width":64, "x":0, "y":0 }], "nextobjectid":1, "orientation":"orthogonal", "renderorder":"right-down", "tileheight":6, "tilesets":[ { "columns":61, "firstgid":1, "image":"..\/images\/pacman_tiles.png", "imageheight":384, "imagewidth":368, "margin":0, "name":"pacman_tiles", "spacing":0, "tilecount":3904, "tileheight":6, "tilewidth":6 }], "tilewidth":6, "version":1, "width":64 } Specifically, check the number of tiles which equals 3904. Here was my buildMap function. buildMap: function() { map = this.game.add.tilemap('map1'); map.addTilesetImage('pacman_tiles', 'pacmanTiles'); wallLayer = map.createLayer('WallLayer'); map.setCollisionBetween(1, 5000, true, 'WallLayer'); }, I set the collision to 5000, which is more than the number of tiles.
  19. I have an old school RPG I am making and I have two main scenes, the Overworld and Encounter scenens. The overworld is fine when switching to it but the problem is the Encounter, before I switch to it, I reset it so I can recreate it from scratch with a random monster in it. The problem is, every time I switch/restart the Encounter scene, the animation of the creature gets progressively faster. I do remove the animation key so I dont get the warning when I switch back to the Overworld scene. Just curious if I am taking the right approach to this and if so, do I need to clean up the sprite of the monster before hand so it doesn't make the animation speed up?
  20. Catrin

    loadTexture help

    Hello, I am new at this and I need help. I am using v3 to make a small game in which a sprite has to change appearance upon an event. I was trying to use the Phaser 2 example below: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create }); function preload() { game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json'); game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); } var bot; function create() { bot = game.add.sprite(200, 200, 'bot'); bot.animations.add('run'); bot.animations.play('run', 15, true); game.input.onDown.addOnce(changeMummy, this); } function changeMummy() { bot.loadTexture('mummy', 0); bot.animations.add('walk'); bot.animations.play('walk', 30, true); } But I keep getting "player.loadTexture is not a function" error. I assume the equivalent of in Phaser 3 is different, but I can't find it. Any help will be appreciated.
  21. Hey guys, I have searched all over to figure this our but no luck. How do I enable the debug to show the bounding/collision boxes on sprites in Phaser 3? this was pretty easy to do in Phaser 2 but I dont see any docs on how to do this for 3. Thanks!!!
  22. I'm trying to make a Mario styled platformer, and i'm running into a problem where the jumping animation is overridden by the walking animation when pressing the up and right(or left) arrow keys together. Here's what i have in regards of the update and playing the animations. The character sprite is loaded as a spritesheet if it makes a difference. if(this.cursors.right.isDown){ this.mario.play('walk', true); this.mario.flipX = false; this.mario.body.setVelocityX(500); } else if(this.cursors.left.isDown){ this.mario.play('walk', true); this.mario.flipX = true; this.mario.body.setVelocityX(-500); } else{ if(this.mario.body.onFloor()){ this.mario.play('stand'); }else { this.mario.play('jumping'); } this.mario.body.setVelocityX(0); } if(this.cursors.up.isDown && this.mario.body.onFloor()){ //this.mario.play('jumping'); this.mario.body.setVelocityY(-600); }
  23. hi all, I have a problem about the p2 body and sprite positon when I enable a p2 body to a sprite, I use fish.body.setRectangle(fish.width, fish.height); to set the body shape, but the position of body is far away from the sprite, anyone know what is the problem? thx
  24. Hello there. 🙂 I have a sprite which rotates. And i have a healthbar added to that sprite as a child. My problem is: The healthbar does what children are supposed to do! But i don't want that! 😅 How to keep child sprites from rotating with their parent? I want it to always stay at the same position relative to the parents anchor. I'm not talking about fixing its angle - that can be done by simply setting it to the negative angle of its parent each time it rotates (at least i don't know any other way). I'm talking about its position. Is there a fixedToCamera equivalent for sprites? If not, some math would be cool, too. EDIT: I guess this could work with groups. But is there another way?
  25. Code pen: I am moving a NPC back and forth on a plattform by checking if the end tile is one of the tiles that are edges in the tilemap and if so swicthing the x velocity. I am having trouble with getting the moving sprite to move equally as far out of the edge of the plattform on both sides, but it seems the sprite is only colliding with one tile at the time, namely the tile that is touching the right bottom corder of the sprite, can I set the collide to be on the tile that is under the middle of the sprite?