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Everything posted by samme

  1. Fixed in https://github.com/photonstorm/phaser-ce/releases/tag/v2.17.0
  2. Drag to move camera Drag to move camera, locked pointer Drag to move camera, by pointer velocity
  3. https://codepen.io/samme/pen/dyGeWyX
  4. https://phaser.discourse.group/ https://discord.gg/phaser
  5. But none of that happens in https://codepen.io/samme/pen/JjYLYEb.
  6. See example: https://codepen.io/samme/pen/JjYLYEb
  7. They could be set that way but AFAIK there is no easy way to use them for compiling Phaser.
  8. https://photonstorm.github.io/phaser-ce/Phaser.Tilemap.html#getTileAbove
  9. Make sure the source rectangle is fully within the source image.
  10. this.game.physics.arcade.overlap(this.player, this.items, collect, null, this);
  11. // update() var cam = this.cameras.main; cam.setZoom(Phaser.Math.Clamp(cam.zoom, 0.2, 5));
  12. 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
  13. Which lab example? Probably you can stop or sleep the first scene.
  14. 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);
  15. What is get (vue.esm.js:985)? That's weird. You can sort by Total Time as well.
  16. https://samme.github.io/phaser-examples-mirror/input/drag update multiple.html
  17. Did you use physics.add.collide then?
  18. (undefined).sprite(vaso.body.x, vaso.body.y, 'vidaExtra')
  19. PathFollower is based on Sprite, so yes.
  20. http://labs.phaser.io/view.html?src=src\scenes\ui scene.js
  21. You can use the startFrame argument of play() or (I think) the delay argument of anims.delayedPlay().
  22. Sort by Self Time and then expand the ▸ function trees.
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