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Found 63 results

  1. plugin

    Hello everyone! I thought I'd share something I've been working on for the past few weeks. A plugin for Phaser that provides collision handling for sloped tiles and half tiles, similar to Ninja Physics but somewhat more concisely. Check it out on GitHub, give it a whirl, let me know what you think! Github: https://github.com/hexus/phaser-arcade-slopes Demo: http://hexus.github.io/phaser-arcade-slopes/ It's still early days for this project, as I've only just released v0.1.0-alpha today, but I look forward to continuing fleshing it out. Why did I make this? I've been intending to make a 2D platformer with Phaser for ages, and I knew I wanted it to have sloped tiles to allow for a liberating way to traverse the Y axis, but I couldn't find anything that worked the way I want it to. I experimented with Ninja Physics, but it's deprecated and its limitations left me wanting. I tried P2, but it was too much in terms of physics for me, and I didn't want to tame a beast like that. I started searching these forums to see if anyone had managed to get sloped tiles working in Phaser, with some success, but not completely. The solutions wouldn't allow for completely free tile placement, and they just stuck physics bodies to the slopes and left it at that. So, with a somewhat limited understanding of the maths I'd need to learn to achieve what I wanted, I started reading tutorials about the Separating Axis Theorem (SAT), particularly the ones from Metanet and one I found magically through a Google search. After experimenting with SAT.js in Phaser, I decided that I could totally pull off my own plugin to solve this the way I wanted it to be. With lots of learning, but with a clear vision of how I wanted the plugin to work, this is what I've managed! I have lots more features planned, as you can see in the roadmap, but for now I'm just glad I've built something that can be plugged straight into any Arcade Physics project that just works. Screenshots
  2. Heya, I'm trying to implement a scene similar to Party Hard house where the wall tiles height is twice their width. When you walk from the bottom you stand in front of the wall, but when you walk from the top you go behind it. It's like walls in isometric games, but from a straight perspective. Is there any way to implement this using Tilemaps? It seems I'd need to create each wall as a separate object and just define collision to half the height, anchored to the bottom. I am also using TILED Map editor and don't think I can really do it inside it either (so I'd have to "fake" it in-game with higher wall tiles). I played with square tiles and adding a foreground layer to display the upper half of the walls BUT it only works presuming that the object sprites approaching from bottom are never tall enough to overlap the top half of the wall (otherwise it would be rendered in front). I want characters as tall as the walls and I want them to be able to walk pretty close from the bottom, so this approach doesn't work. Any ideas aside from creating each wall as a separate object and manually sorting depth based on the y coord of the wall / character sprite?
  3. First of all, sorry for my english. I just started with Pixi and was studying tilemaps, but I'm having gaps between the tiles whenever I scale by the factor of 0.01. Yes, i'm using PIXI.SCALE_MODES.DEFAULT = PIXI.SCALE_MODES.NEAREST; Here's what I I've got: PIXI.SCALE_MODES.DEFAULT = PIXI.SCALE_MODES.NEAREST; PIXI.loader .add('tileset', 'img/tileset.json') .load(setupMap); function setupMap() { var mapData = []; // Omitting bidimensional array with tiles for the sake of the example var map = new Container; var tilemap = new PIXI.tilemap.CompositeRectTileLayer(0, [], true); for(var coll = 0; coll < 100 * 48; coll++) { for(var row = 0; row < 100 * 48; row++) { if(mapData.hasOwnProperty(coll) && mapData[coll].hasOwnProperty(row)) { tilemap.addFrame(tileset.textures[mapData[coll][row]], coll*48, row*48); } else { break; } } } map.addChild(tilemap); stage.addChild(map); } // This fucks up everything document.addEventListener('mousewheel', mousewheel, false); document.addEventListener('DOMMouseScroll', mousewheel, false); function mousewheel(e) { var zoomOut = e.wheelDelta <= 0; map.scale.set(map.scale.x + (zoomOut ? -0.01 : 0.01)); }
  4. I made a new "mini tile" game using Phaser http://www.munchiegames.com/play/koala-rumble
  5. Hi, I create a tilemap with 4 layers with one for collisions ( named : collisions ). The layer with pink tiles is my collisions layer, and the tile ID is 515. Then I add a player and active collisions. function preload() { game.load.tilemap('map', gamePath + 'assets/map.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', gamePath + 'assets/tiles.png'); game.load.spritesheet('cars', gamePath + 'assets/cars.png', 180 / 5, 73); } function create() { game.physics.startSystem(Phaser.Physics.P2JS); map = game.add.tilemap('map'); map.addTilesetImage('tiles'); layer = map.createLayer('collisions'); console.log(layer); layer.resizeWorld(); map.setCollision(515,true); game.physics.p2.convertTilemap(map, layer); player = game.add.sprite(1100, 800, 'cars'); game.physics.p2.enable(player,true); game.camera.follow(player); cursors = game.input.keyboard.createCursorKeys(); } I do not understant why there is not collisions between my player and my collisions layer. thx for your help.
  6. Hello. I've been trying to create some levels for my game and I found that the only way for it to work, given my tilesets, would be to create multilayered tilemaps. The problem is I don't know how to load them using Phaser functions and I've been unable to find any existing examples of this in action. Any help would be greatly appreciated. Best regards! Mariusz
  7. I can't understand why this is happening so please help me out. For some reason when i run this program at my home PC it will load a black screen. When I load the exact same files on a PC at my University it will run normally from using those exact files where it DID NOT work at my home PC. If anyone could shed some light into why this error is there and give a fix it would be great. Error: Uncaught TypeError: Cannot read property 'x' of undefined(…) P.s All files included in the ZIP. Test Game Phaser.rar
  8. I'm currently having this issue when I am trying to get a sprite to go up a slope within phaser using the phaser-arcade-slopes.min.js plugin. I am using a .csv tilemap also with a tile size of 32x32. I'm unsure if my names are just incorrect or I am using the wrong type of file for the tilemap itself. I have been getting errors such as - Tilemap.createLayer: Invalid layer ID given: null & Cannot read property 'resizeWorld' of undefined(…). Any help would be much appreciated. "snow_tiles_32.png" is the name of the tileset I created and I'm using "tiles.csv" the tilemap created inside Tiled. I've also included a .rar file of everything to do with the game if anyone decides to take a further look into this issue. HTML var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { this.game.load.tilemap('tilemap', 'assets/tilemaps/csv/tiles.csv', null, Phaser.Tilemap.CSV); this.game.load.spritesheet('tiles', 'assets/tilemaps/tiles/snow_tiles_32.png', 32,32); this.game.load.spritesheet('player', 'assets/penguin.png', 32,48); } var player; var cursors; function create() { this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.plugins.add(Phaser.Plugin.ArcadeSlopes); cursors = game.input.keyboard.createCursorKeys(); this.map = this.game.add.tilemap('tilemap'); this.map.addTilesetImage('snow_tiles_32', 'tiles'); this.game.stage.backgroundColor = '#80e3ff'; this.ground = this.map.createLayer('collision'); this.ground.resizeWorld(); this.game.slopes.convertTilemapLayer(this.ground,{ 2: 'FULL', 3: 'HALF_BOTTOM_LEFT', 4: 'HALF_BOTTOM_RIGHT', 6: 'HALF_TOP_LEFT', 5: 'HALF_TOP_RIGHT', 15: 'QUARTER_BOTTOM_LEFT_LOW', 16: 'QUARTER_BOTTOM_RIGHT_LOW', 17: 'QUARTER_TOP_RIGHT_LOW', 18: 'QUARTER_TOP_LEFT_LOW', 19: 'QUARTER_BOTTOM_LEFT_HIGH', 20: 'QUARTER_BOTTOM_RIGHT_HIGH', 21: 'QUARTER_TOP_RIGHT_HIGH', 22: 'QUARTER_TOP_LEFT_HIGH', 23: 'QUARTER_LEFT_BOTTOM_HIGH', 24: 'QUARTER_RIGHT_BOTTOM_HIGH', 25: 'QUARTER_RIGHT_TOP_LOW', 26: 'QUARTER_LEFT_TOP_LOW', 27: 'QUARTER_LEFT_BOTTOM_LOW', 28: 'QUARTER_RIGHT_BOTTOM_LOW', 29: 'QUARTER_RIGHT_TOP_HIGH', 30: 'QUARTER_LEFT_TOP_HIGH', 31: 'HALF_BOTTOM', 32: 'HALF_RIGHT', 33: 'HALF_TOP', 34: 'HALF_LEFT' }); this.map.setCollisionBetween(2,34, true, 'collision'); //player this.player = this.game.add.sprite(100,50,'player'); this.game.physics.arcade.enable(player); this.player.body.bounce.y = 0.2; this.player.body.gravity.y = 2000; this.player.body.collideWorldBounds = true; this.player.animations.add('left', [0,1,2,3], 10, true); this.player.animations.add('right', [5,6,7,8], 10, true); this.game.slopes.enable(this.player); this.game.camera.follow(this.player); } function update() { this.game.physics.arcade.collide(this.player, this.ground); this.player.body.velocity.x = 0; if(cursors.left.isDown){ this.player.body.velocity.x = -150; this.player.animations.play('left'); } else if (cursors.right.isDown){ this.player.body.velocity.x = 150; this.player.animations.play('right'); } else{ this.player.animations.stop(); this.player.frame = 4; } if(cursors.up.isDown && player.body.onFloor()){ this.player.body.velocity.y = -350; } } Test Game Phaser.rar
  9. Since my previous post I have been wondering on how I can map tiles myself within Phaser using the slopes plugin. If I wanted to include tiles such as "hills" or different sorts of slopes, are there any good tutorials out there that explains this? It would be very beneficial to the game I am creating. I am using 32x32 tiles with arcade physics. I've read in this file I downloaded about a "Arcade Slopes converter" which I'm unsure about. I've included the current tile sheet I created and using to test things out as well as the full code. Any help is appreciated! This is my current code for the mapping of my tiles. this.game.slopes.convertTilemapLayer(this.ground,{ 1: 'FULL', 2: 'FULL', 3: 'FULL', 4: 'FULL', 5: 'FULL', 6: 'FULL', 7: 'FULL', 8: 'FULL', 9: 'HALF_TOP', 10: 'FULL', 12: 'FULL', 13: 'HALF_BOTTOM_LEFT', 14: 'HALF_BOTTOM_RIGHT', 15: 'HALF_BOTTOM_LEFT', }); Test Game Phaser.rar
  10. I'm creating a tilemap game using both phaser and tiled. As shown in the printscreen, I create the tilemap in tiled and everything looks fine. I then feed the tilemap json to phaser and somehow it renders it with some gaps between objects. Any thoughts on where are these gaps coming from and how to eliminate them?
  11. Hello. I am using phaser and its isometric plugin. I have generated a tilemap using a for loop in order to render a single tile sprite multiple times. However when the map is too big the performace gets affected dramatically. I would like to know how can I render the tiles only when the camera that follows my character moves and goes another areas. Can someone explain the process of pooling? What commands should I use? Do I need to set a rect.world bound or something similar that matches my camera and use outOfBounds.kill? I have tryed lots and nothing seems to work. Thank you
  12. I like the look of this library but all the abstractions confuse me. In fact, I remember finding pure WebGL simpler to work with than this. I have a spritesheet of tiles. I'd like to be able to group these tiles into meshes and as far as I understand, that involves just adding them as Sprite objects to a Container or ParticleContainer. I could create a Sprite object for every single instance of a tile but it seems like a terrible waste. (I store the tile IDs in an array, not that this should matter.) What's an efficient way of rendering a tile map? Thanks!
  13. Hello ! I'm currently making a custom engine in JavaScript (canvas). I already did sprites, particles, events (touch, keyboard, mouse) and a basic script to render tilemaps (no scrolling yet) I want to code the scrolling, camera and world system. If I create a game with a world of 30,000 pixels width and 15,000 pixels height, and my camera is in 800x and 800y for exemple; should I: -Call render and update functions for every element in the world (even if they are outside the canvas) -Get elements who are in the camera to update and render them. - Should I do something else ? What is the best thing to do ? Thanks
  14. Hi there, guys, I have a question about arcade physics (I guess I´m missing something...) [9:09] I´m having a problem with my hero colliding with the tilemap. Everything works perfectly except if the hero is standing, then the collide simply "doesn´t happen", if the hero runs, she collides but if she´s standing on a platform (hero speed = 0 and platform speed = whatever) nothing happens. See attached gif for a better explanation
  15. Hello, I have a problem with loading JSON file on my game to make a world. This is a files: https://www.sendspace.com/file/icmjbs What is the problem??? How to fix this problem?
  16. I found this ^ for looping through all the map. However, I just want to count how many tiles are there at the moment. Any help will be helpful friends.
  17. What is the smart way to do top-down tile terrain borders in Phaser? You can't see hard-line tile edges if you look at basically any top-down game with tiles (Sid Meier's Colonization, Rimworld, Civilization 2, Heroes of Might & Magic); there are a few pixels between the tiles that get merged which makes the image as a whole look more or less seamless. Using Phaser, it looks to me like manipulating and rendering a large tile-based game map/board should probably make use of Tilemaps. However, the examples all look like the tilemap tiles do not overlap at all. I can see how you could make a complete set of intermediate/edge/border tiles if your tileset only had a couple types of terrain on a single tilemap. Assuming that you rotate tiles when needed then such a tileset requires you needing something like a straight edge, an inner corner, an outer corner, and a pocket (bordered on 1, 2, 3, or 4 sides) for every terrain combination. For 2 terrains, that is only 4 border tiles. For 3 terrains, that is 12 border tiles. For 4 terrains, that is 24 border tiles. ... For 16 terrains, that is 480 border tiles! This is clearly unsustainable. So what is the solution? Is it possible to use a negative margin and positive spacing in the Tileset? Do you use a second TilemapLayer with partially transparent border tiles (so you only need some border tiles per terrain instead of per terrain combination)? Do you manually load images instead of using the Tilemap objects/functionality?
  18. Hi! I've followed this tutorial: http://examples.phaser.io/_site/view_full.html?d=loader&f=load+tilemap+json.js&t=load%20tilemap%20json Comes up with background colour but no tilemap! Any help would be HUGELY appreciated! I'm guessing the issue is here: map.addTilesetImage('tilesheet_complete', 'tiles'); Here's the code: index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0"> <title>Tilemap Test</title> <link rel="stylesheet" type="text/css" href="css/style.css"/> <script src="js/phaser.min.js"></script> <script src="js/phaser-plugin-isometric.js"></script> <script src="js/test.js"></script> </head> <body> </body> </html> test.js var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); function preload() { // Tilemaps are split into two parts: The actual map data (usually stored in a CSV or JSON file) // and the tileset/s used to render the map. // Here we'll load the tilemap data. The first parameter is a unique key for the map data. // The second is a URL to the JSON file the map data is stored in. This is actually optional, you can pass the JSON object as the 3rd // parameter if you already have it loaded (maybe via a 3rd party source or pre-generated). In which case pass 'null' as the URL and // the JSON object as the 3rd parameter. // The final one tells Phaser the foramt of the map data, in this case it's a JSON file exported from the Tiled map editor. // This could be Phaser.Tilemap.CSV too. game.load.tilemap('level1', 'assets/tilemaps/maps/map2.json', null, Phaser.Tilemap.TILED_JSON); // Next we load the tileset. This is just an image, loaded in via the normal way we load images: game.load.image('tiles', 'assets/tilemaps/tiles/tilesheet_complete.png'); } var map; var layer; function create() { game.stage.backgroundColor = '#787878'; // The 'level1' key here is the Loader key given in game.load.tilemap map = game.add.tilemap('level1'); // The first parameter is the tileset name, as specified in the Tiled map editor (and in the tilemap json file) // The second parameter maps this name to the Phaser.Cache key 'tiles' map.addTilesetImage('tilesheet_complete', 'tiles'); // Creates a layer from the World1 layer in the map data. // A Layer is effectively like a Phaser.Sprite, so is added to the display list. layer = map.createLayer('World1'); // This resizes the game world to match the layer dimensions layer.resizeWorld(); } map2.json { "height":30, "layers":[ { "data":[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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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  19. I am currently working on a procedural generation program in Phaser, which generates the environment by stitching together a series of tiles in a grid format. Think along the lines of a roguelike. At the moment the collision detection is a bit wonky under certain circumstances. When I move against a set of solid tiles horizontally with Arcade physics turned on and the walls set to immovable, it moves along smoothly; The black line is just there to illustrate where the non-solid tiles end and the solid ones begin. Each tile on screen is an individual sprite. When moving vertically though, the movement gets "stuck" as if the item is catching against the solid items. Again as above, each tile is a sprite; I'm using moveToPointer to move the object on screen. Here's a screenshot with some debug collision bodies turned on for reference; Any help is greatly appreciated, thank you.
  20. Hello guys, I have a problem related with material swapping and asynchronous texture loading. I have a tiled map, and when zooming in the visible tiles swap to a material with a higher resolution image texture. The thing is, the tiled map I have is pretty huge, it has lots of tiles and the images are heavy. What I did until now is just initializing all the materials and textures during the loading screen, loading both the low and the high resolution tile images. Then, the tile swapping works really smooth and is practically unnoticeable. The problem is, for big scenes it takes just too much time loading all these images at the start. So lurking around the babylon.js source code, I've found the flag useDelayedTextureLoading in the Scene class. I use scene.useDelayedTextureLoading = true, and still initialize the textures at the beginning (which is really fast now, of course), but the images are actually loaded when they are really needed (when swapping the tiles), which is cool. The thing is, the swapping is not that smooth now, the tile material "disappears" for a fraction of second and then appears with a new, higher resolution. Having multiple tiles disappearing almost at the same time is very noticeable. I've set up a demo here. It's a very simplified version of what I have, but you should see the tiles disappearing for a moment when zooming in the camera for the first time: http://www.babylonjs-playground.com/#1XBLWB#116 So I tried to solve this in this way: Create a "buffer" mesh, hidden somewhere under the map and when it's time to switch a tile with a higher resolution image I apply the material on the buffer mesh first, so the "special effect" of the disappearing material takes place there. Then, once the texture is fully loaded, I would use the texture.onLoad() method and apply the loaded texture on the right tile. But... it looks like when scene.useDelayedTextureLoading flag is set to true, the Texture constructor callbacks onLoad and onError are ignored?.. So.. I thought it was time to ask you for advice . Maybe you have an idea of how can I fix my solution, or you can come up with a different solution, anything would help. Maybe I'm just complicating the whole thing too much. Thanks!!
  21. I am wondering how to get better collision with tiles from a tilemap that are partly transparent? Like here when the player is just floating above the ground. How do i change the collision box to fit better on tiles?
  22. Hi, I want to retrieve the tile data from a tile I collide against. I'm using on onBeginContact to capture the collision event. I've combed through the data given by the function but have been unable to find: A coordinate value for the tile (so I can use getTileFromWorldXY) Actual tile data I would then like to retrieve a tile property from the tile data. Does anyone know how to do this?
  23. https://publisher.assetstore.unity3d.com/package.html?id=163484 thanks for Your time
  24. https://www.assetstore.unity3d.com/en/#!/content/54188 thanks for Your time
  25. Hello everybody ! I'm trying to build some slope and non-regular tiles but i have a lot of problem with collision. The main problem is that when I use moveRight()/moveLeft() on a slope (in this case, just a simple body) and I stop at the middle of the tile, my player just jump like that : On the other case, when I from the top of the tile to the left, my player just fly in the air and slowly land. I tried to tweak a bit the material by setting friction and removed restitution but it don't really change. Maybe it could work if I put a huge amount of gravity but then it will influence other part of the game (like jumping). I have also tried to add a sensor (simple circle) just below the sprite so I could set the x/y velocity at zero when the sensor is in contact with the ground. This is working well but it's not working at all when i'm trying to go down the slope. Basically it moves one px left, set velocity to 0, fall one px (cause of the gravity). move one px left and etc... This is the code if you want to reproduce the problem (I'm stuck with this for many days D:) : create() { this.playerMaterial = this.game.physics.p2.createMaterial() this.tileMaterial = this.game.physics.p2.createMaterial() this.game.physics.startSystem(Phaser.Physics.P2JS); this.game.physics.p2.gravity.y = 400 this.player = this.game.add.sprite(40,40, 'player', 1) this.tile = this.game.add.sprite(80, 272, 'player') this.tile.visible = false this.game.physics.p2.enable([this.player, this.tile]) this.player.body.clearShapes() this.player.body.addRectangle(0, 40, 0, 0) this.player.body.debug = true this.player.body.fixedRotation = true this.player.body.setMaterial(this.playerMaterial) this.player.body.mass = 1.5 this.tile.body.clearShapes() this.tile.body.addPolygon( {} , 0,29, 0,40 , 50, 40 , 50, 0 ) this.tile.body.debug = true this.tile.body.static = true this.tile.body.setMaterial(this.tileMaterial) this.cursors = this.game.input.keyboard.createCursorKeys() this.jumpButton = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR) let contactMaterial = this.game.physics.p2.createContactMaterial(this.playerMaterial, this.tileMaterial) contactMaterial.friction = 1 contactMaterial.restitution = 0 contactMaterial.frictionRelaxation = 3; contactMaterial.surfaceVelocity = 0 contactMaterial.frictionStiffness = 1e7; contactMaterial.stiffness = 1e7; } update() { if (this.cursors.left.isDown) { this.player.body.moveLeft(200); } else if (this.cursors.right.isDown) { this.player.body.moveRight(200); } else { this.player.body.velocity.x = 0; } if (this.jumpButton.isDown) { this.player.body.moveUp(100); } } So, any idea how can I resolve this problem ? I'm a bit lost. Thanks !