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  1. Thank you , I will try using that code u posted. EDIT: Just one question about that, I will try it anyway, but can that scale a .json file polygon created in physics editor, or only "manually" created polygons?
  2. Hi, I want to scale both sprite and .json physics file, is that possible and if so, how? I ve seen a few posts about that but no answers. Thank you
  3. Unfortunately that didnt do it. Im almost sure that the only way to do what I want is not bitmap, but to put inside update function some sort of custom drawing. Like Line(startX, startY, endX, endY), but I dont know how to do it manually, I only know how to create a new line with new Phaser.Line. I tried to but failed (mostly it wasnt a straight or "fluid" curve but something like "mini" sin function).
  4. Thank you for advice, I will try that.
  5. Im trying to make a game where player will run on whatever I draw. I tried just drawing(adding) sprites where my mouse is but as we know, if you move your mouse/finger a bit faster it draws little dots (assuming sprite is a dot). Then I tried inserting some sort of manual interpolation or something similar and it was a partial success but my drawings where too rough ( I want a smooth line, not zigzags or stairs looking line) and I dont know how to do it right. Last thing I tried is using bitmapdata and drawing is perfect but I cant use physics on it. For example I want it to move left all the time just like in 2d endless runners and for player to be able to run on it. Im sure there is a solution but I cant find it so I would really need your help with it. RoadDraw.Game = function(game) { this.totalBuildings; this.buildings; this.spriteMaterial; this.worldMaterial; this.boxMaterial; this.dotMaterial; this.lastX; this.lastY; this.currentX; this.currentY; this.betweenClicks = false; this.player; this.loop; }; var bmd; RoadDraw.Game.prototype = { create: function() { this.physics.startSystem(Phaser.Physics.P2JS); this.physics.p2.gravity.y = 350; this.totalBuildings = 4; this.buildWorld(); }, buildWorld: function() { this.add.image(0,0, 'sky'); player = this.add.sprite(50, 50, 'player'); player.anchor.setTo(0.5, 0.5); player.scale.setTo(1,1); this.physics.p2.enable(player); player.animations.add('run', [5, 6, 7, 8], 10, true); player.body.fixedRotation = true; bmd = this.add.bitmapData(800,600); sprite = this.add.sprite(0, 0, bmd); bmd.ctx.beginPath(); bmd.ctx.strokeStyle = "black"; //bmd.addToWorld(); bmd.smoothed = false; }, update: function() { if(this.input.activePointer.isDown) { if(!this.betweenClicks) { bmd.ctx.lineTo(this.input.x, this.input.y); bmd.ctx.lineWidth = 2; bmd.ctx.stroke(); bmd.dirty = true; this.loop = this.add.sprite(this.input.x, this.input.y, bmd); bmd.draw(this.loop); this.loop.scale.setTo(0.004,0.004); this.loop.anchor.set(0.5); this.loop.checkWorldBounds = true; this.loop.outOfBoundsKill = true; this.physics.p2.enable(this.loop); this.loop.body.damping= 0; this.loop.body.mass= 0.1; this.loop.body.immovable = true; this.loop.body.moveLeft(140); this.loop.body.kinematic = true; } this.betweenClicks = false; } else { bmd.ctx.closePath(); bmd.ctx.beginPath(); bmd.ctx.beginPath(); this.betweenClicks = true; } if(player) { player.animations.play("run"); player.body.velocity.x = 0; } } }
  6. Hi, Im trying to make a space shooter game. I saw on google play FA Galaxy Shooter and tried to imitate controls but I just cant think of a way to do that correctly. Its movement is similar to drag, but without actually needing to press the sprite. Lets say I want to move my ship (player sprite) to the left, in that game its done by moving your finger from right to left anywhere on the screen, there is no need of touching a sprite like in a drag event. Now the biggest problem for me is that, lets say you want to move it from right to left and then suddenly make a circle movement with the sprite, you would go again from right to left and then just do a circle shape with a finger without lifting it and by so, doing another touch event. Maybe I missed an example for doing that but I cant find anything on that type of movement.