samme

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samme last won the day on September 17

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  1. https://codepen.io/samme/pen/dyGeWyX
  2. https://phaser.discourse.group/ https://discord.gg/phaser
  3. But none of that happens in https://codepen.io/samme/pen/JjYLYEb.
  4. See example: https://codepen.io/samme/pen/JjYLYEb
  5. They could be set that way but AFAIK there is no easy way to use them for compiling Phaser.
  6. https://photonstorm.github.io/phaser-ce/Phaser.Tilemap.html#getTileAbove
  7. Make sure the source rectangle is fully within the source image.
  8. this.game.physics.arcade.overlap(this.player, this.items, collect, null, this);
  9. // update() var cam = this.cameras.main; cam.setZoom(Phaser.Math.Clamp(cam.zoom, 0.2, 5));
  10. It is sad but it was removed because it wasn't working in all cases, and it will be replaced by a feature in the upcoming ScaleManager. I think it was intended as an experimental feature, it just wasn't labelled that way. You can emulate it pretty easily: https://github.com/photonstorm/phaser/issues/4048#issuecomment-432160600
  11. Which lab example? Probably you can stop or sleep the first scene.
  12. You have to avoid the Phaser 2 examples, they won't work and will confuse you. https://medium.com/@michaelwesthadley/modular-game-worlds-in-phaser-3-tilemaps-1-958fc7e6bbd6 etc. will be better help. var monsters = this.physics.add.group(); monsters.addMultiple(map.createFromObjects( 'Monsters', 'blob', { key: 'monster' }, )); monsters.getChildren().forEach(function (enemy) { // You need to use the `body` methods because these are Sprites (not ArcadeSprites) enemy.body.setBounceX(1); enemy.body.setCollideWorldBounds(true); enemy.body.velocity.x = 40; }, this);