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About markergreen
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Website URL
http://markduiker.com
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@markduiker
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Gender
Male
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Location
Toronto, Ontario
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Good call. I usually just leave other people's plugins alone once I get them working. I'll be redefining the configuration to get things to animate in and out from now one.
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markergreen changed their profile photo
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Thanks for the feedback! It was hard to keep the tapping down to a minimum while keeping it a challenge.
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Hey there; We've just released The Ascent, a small, multi-touch, browser-based game developed using Phaser 2.2.8. We've targeted mobile devices but the game has keyboard fallbacks if touch is not available. Feel free to take a look and give your feedback! English: http://brotalk.ca/The-AscentFrench: http://coindesgars.ca/Lascension I have to thank this community for all the help along the way! Mark
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markergreen reacted to a post in a topic: Phaser.Keyboard keys not registering .onDown events in certain combinations
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I'm making a game that uses key presses in combination to accomplish specific actions. Some of the puzzles require that you hold all 4 keys down at the same time. This works fine for the english key specifications (T E A and M) however the french keys N O U and S won't register that they are all pressed at the same time for some reason. I've created a jsFiddle to demonstrate this odd issue. https://jsfiddle.net/s9jd1vxy/10/ Please help!
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Solved this, sorry for the time waste but I may as well post my solution. var myCollision = Climb.game.physics.arcade.collide(goats, platforms, functionA, null, this); // runs collide and savesif(!myCollision){ functionB();}
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Is there a collide=false callback? I want function A to fire upon collision and function B to fire if there is no collision; similar to jQuery.ajax success and error callbacks. I want to play my sprite's walk animation on collide=true and it's jump animation on collision=false.
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Arcade Physics - overlap() returns true when collide() returns false?
markergreen replied to akesterson's topic in Phaser 2
What you've discovered is correct, collision detection makes sure that the 2 physics bodies never overlap. -
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Need some ideas for a name for a new Game Object Group
markergreen replied to rich's topic in Phaser 2
I vote for List, Set, Pool, or Cast. I'm thinking that this is still a type of Group though, just with a "false" flag for adding to the display list. -
Thanks so much!
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Is there a way to detect multitouch capabilities?
markergreen replied to morosenerd's topic in Phaser 2
I'd guess that multi-touch support would be found in the game.device object. console.log(this.game.device.touch);- 4 replies
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- input
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Hey there; You can add anything to a group after creating it with the add() function. myGroup = game.add.group(); // create a group myGraphic = game.add.graphics(0,0); // create graphicmyGraphic.beginFill(0x00FFFF, 1); // paint graphic a colourmyGraphic.boundsPadding = 0;myGraphic.drawRect(0, 0, 100, 100); // draw graphic to screen myGroup.add(myGraphic); // add graphic to group myText = game.add.text(0,0,"text",{font:"bold 12px Arial",fill:"#000"}); // create text myGroup.add(myText); // add text to group myGroup.visible = false; // hide myGraphic AND myText myGroup.visible = true; // show myGraphic AND myTextThis is great for creating screens within a state like pause screens. There is also a relevant thread on adding text to a group here: http://www.html5gamedevs.com/topic/2606-can-text-be-added-to-a-group-or-only-sprites/
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It is an excellent and simple plugin that I use in all of my phaser-based projects. Understandably it does have a few limitations: It allows you to customize how you animate the current state away. It does not animate the new state in. It allows you to define 1 transition.
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Is there a way to control the percent/amount of the tint? A black tint of 0x000000 will make a green object 100% black, however a red tint 0xFF0000 will not make a green object 100% bright red. Should I expect a tint to only darken my object?