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Posts posted by stopviolence

  1. Hi,

    I'm testing the sound.play() method on android & io.

    - When sound.play() is called on a "onclick" event, it works on android & ios,

    - When sound.play() is called on a "onload" or "requestanimationframe" events, it doesn't work on android & ios.

    What's the way to allow full script sound control on androids & ios ?


  2. I must develop a game with a very large level, with about 500 objects inside.

    How will Phaser manage the stuff ?

    - does Phaser perform a stupid brute-force test on my 500 objects to check if they're out of screen, and so kill players' CPU ?

    - does Phaser stores cleverly my 500 objects in a spatial structure (like grid,quadtree...) to make a fast search on local objects ?

    Thanks to help me.

  3. i read that in official docs:

    Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.

    Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.

    Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.

    Seems that ninja uses tile grid.

    It doesn't say anything about spatial structures in Arcade & P2

  4. Hello.

    I gotta develop a side-scroll plateform game with a very large level and a lot of rectangular platforms.

    I need to know how phaser manages collision detection "inside the engine":

    1 - does Phaser performs a stupid brute force test on each platform of the map ? so my game should eat too much cpu and i should use a tilemap instead of rectangular platforms

    2 - does Phaser stores cleverly the platforms in a spatial structure (grid, kd-tree...) to make a local search before testing collision ? so i can use rectangular platforms

    Thanks for help ;)

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