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Found 5 results

  1. In unity they have transform.forward, right and up. The docs for unity say the forward is : 'The blue axis of the transform in world space.' using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void Update() { rb.AddForce(transform.forward * thrust); } } How would I do this in Babylon.... Yo @Deltakosh or ANYBODY How do we get the forward vector in Babylon... Would this work: /** The blue axis of the transform in world space. */ public static GetForwardVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Forward(), matrix); } /** The red axis of the transform in world space. */ public static GetRightVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Right(), matrix); } /** The green axis of the transform in world space. */ public static GetUpVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), matrix); } Also I saw some c++ code for getting forward vector using the quaternion, could I use this in babylon or SHOULD I even try use in Babylon ... Is there something already in Babylon for this: Vector3 Quaternion::GetForwardVector() const { return Vector3( 2 * (x * z + w * y), 2 * (y * x - w * x), 1 - 2 * (x * x + y * y)); } Vector3 Quaternion::GetUpVector() const { return Vector3( 2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x)); } Vector3 Quaternion::GetRightVector() const { return Vector3( 1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y)); } Or am I way off
  2. Hello everyone, I'm fairly new to Phaser, and I'm just starting to figure things out. I made a simple prototype that uses "game.input.keyboard.createCursorKeys()" to listen and process the keyboard's cursor keys. Basically I have a sprite that moves up, down, left and right depending on input. Now I'm trying to achieve the same using touch events: when I swipe left, the sprite moves left; when I swipe up, the sprite moves up, etc.... but with no success. I've managed to detect swipe using a solution that user @imshag posted in this topic: http://www.html5gamedevs.com/topic/3862-swipe-to-jump/?hl=%2Bswipe+%2Bphaser#entry24473 It detects swipe, but doesn´t give me info on the direction of it. I could really use your help... How can I detect the direction of a swipe, and limit it to "up", "down", "left" and "right? Thanks in advance!
  3. I downloaded Brackets and opened my files in it, but once I open the html file the canvas is all black and two errors come up. These are, error 1: Failed to load resource: the server responded with a status of 400 (Bad Request) and error 2: Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('http://127') does not match the recipient window's origin ('http://127'). *note: I took out some of the numbers in the brackets of the second error since it displays personal data regarding the server. Thanks for any help
  4. Hey guys, I'm having some issues switching between states. In the first run it all works fine, but then when I come back to a state I've already been at, like MainMenu, the design is all messed up. I think it is because not all sprites and stuff are removed when I switch states, that's why I added a this.world.removeAll() in my shutdown function. However that doesn't seem to do anything. Is there another short way to delete everything (except cache) from a state before switching to another state, or does it have to be done manually? I've attached 2 images, one of my MainMenu first time, and one of the MainMenu when I switch back to it (after the Game). Excuse me if it is a silly question, I've just recently started using states.. Thanks, Kevin
  5. Hey, I have developed an early 80's styled arcade shooter called Huoli Arcade. It's available for play here: Huoli Arcade - Brooklyn CodeBits (NEW LINK! USES MY WEBCADEJS GAME LIBRARY) It even has gamepad/joystick support for certain browsers. You can double click to toggle full screen. I hope you guys like it!