samme

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Everything posted by samme

  1. You would have to move the scene camera to see the rest. Or just scale down the RenderTexture to see the whole thing.
  2. Sprites with exists=false are ignored during collision checks, so that would be unexpected unless an item is being revived/reset soon after being killed.
  3. Phaser 3 has no Bullet class and no outOfBoundsKill property. You can use the worldbounds event.
  4. samme

    Tutorial requests

    See arcade body on a path
  5. Locking the screen orientation
  6. a) You would have to add a CSS background yourself, behind the game canvas. b) this.cameras.main.centerX etc. c) Need to see code.
  7. https://samme.github.io/phaser-examples-mirror/bitmapdata/get pixel.html
  8. Phaser.Point.rotate(catHead, torso.x, torso.y, torso.angle, true, catHeadDist); Use anchor (0.5, 0.5) for both sprites. catHeadDist should be constant, I think.
  9. https://github.com/samme/phaser-parcel This is a simple 4-scene game (boot, menu, play, end) based on the Making your first game tutorial, so it may be a good next step from that.
  10. Use a Container, or update the weapon's position manually.
  11. I don't think Groups are intended to be nested (maybe you want Containers?).
  12. https://codepen.io/samme/pen/KGGRXY?editors=0010
  13. http://labs.phaser.io/edit.html?src=src\physics\arcade\velocity from angle.js
  14. Or use delayedPlay to schedule them in a sequence.
  15. Can you just make one long animation from all the frames?
  16. That's fine. You can also do some_objects.length = 0; You can also use a Group, which has built-in methods for a lot of these things.
  17. var ZOOM = 2; new Phaser.Game({ callbacks: { postBoot: function (game) { var config = game.config; var style = game.canvas.style; style.width = (ZOOM * config.width) + 'px'; style.height = (ZOOM * config.height) + 'px'; } } });
  18. Loading a tilemap file and creating/instantiating a Tilemap object are different. You can load as many tilemap files as you need, as long as you use distinct keys. It doesn't matter which scene you load them in, they're all stored in a single game cache. You can create a Tilemap object from any tilemap file already in the cache. The map belongs to the scene and lasts only as long as the scene does.