Jump to content

deedeekaka

Members
  • Content Count

    21
  • Joined

  • Last visited

About deedeekaka

  • Rank
    Member
  • Birthday 07/29/1994

Profile Information

  • Gender
    Female
  • Location
    Toronto, ON
  • Interests
    Music, Games, Art, Girls

Contact Methods

  • Twitter
    deedeekaka

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It works PERFECTLY and as expected now. I left all my constants outside of the create function since they will never change, and with all my variables in create(), they get reset properly everytime. Thank you for teaching me something about Phaser! You rock
  2. Hey! I didn't even think of this! That makes total sense. I will surely give this a shot!
  3. Thanks for the reply! I've tried to implement something like you said, but unfortunately no luck.. the lives and garbage don't ever appear on the screen once the game is restarted and my event listeners still do wacky things. reset : function () { this.garbage.forEach(function(trash) { trash.destroy(); }, this); this.garbage.length = 0; this.lifeSprites.forEach(function(life) { life.destroy(); }, this); this.lifeSprites.length = 0; this.game.input.onDown.removeAll(); this.game.input.keyboard.reset(true); this.game.state.start('Game', true, false); } I a
  4. Hello! I am making a waste sorting game and when the player loses all their lives, I wish to restart the game. I click the 'RETRY' text and the state reloads, but it seems that my life and garbage sprites never reload. I am wondering if it is because they are in an array (see this.garbage = []; and this.lifeSprites = [];). I have never used game.state.start to reload a state multiple times, I have only ever used it to call a state once. If I cannot get game.state.start to reload my game, I will create a restart() method with some re-positioning code and whatnot. BUT it would be way awesome
  5. I would also like to know if this is possible @rich
  6. maybe over exaggerated a bit, but I meant same symptoms and root of problem being the WebGL and Safari
  7. Haven't tried an older OS, but I am on iOS 9 which is pretty recent. You can try the game out if you have Safari and you can see it prints upside down. I've set it that if your current score is >= your highscore and you miss a shot (it's a basketball game), that it will auto download a screenshot. http://www.dev.applications.ene.gov.on.ca/games/bball/
  8. Yes, I've seen that one! It's exactly the same in mine. If I use Phaser.CANVAS.. it's totally fine, but WEBGL flips it.
  9. Not sure if it only happens in iPhones, but I only have an iPhone mobile device on me right now!
  10. Hola! I wanted to take a screenshot of my game and download it to the user's device. I have this working, almost except that on my iPhone5s in Safari, the downloaded image is upsidedown. To get the screen shot I use my code below (specifically, the toDataURL() function). On my desktop, the downloaded image is oriented the right way. But not in Safari mobile. I don't have Safari Desktop to try it there, so I'm not sure if mobile vs. desktop makes a difference. Has anyone dealt with this? Know of any work arounds? Thank you in advance! saveCanvas : function () { var link = docu
  11. I added this and it now works.. wouldn't have expected that it needed to be part of the collision group due to the examples, but I guess it makes sense. this.checker.body.collides(this.ballCollisionGroup);
  12. I am building a basketball game. I cannot get the ball to stop sticking to the rim colliders. When I was running p2 physics, the ball would simply bounce off the rim colliders as expected, but now, everytime the ball touches the rim colliders, it slows down movement rapidly and doesn't bounce or fall as expected. I think I might be missing a property setting somewhere. I set the rim colliders (leftMarker + rightMarker) to be immovable in create() but I'm not sure what else I need. I don't understand why the colliders stick to each other! Any help is appreciated! Basketball.Game = func
  13. Didn't use Arcade for lack of circle colliders (just found out they do indeed exist) and I didn't want to calculate angular rotation and whatnot (but I'm going to try with Arcade anyways, thanks ) I had no idea that I didn't need to anchor my sprites to 0.5. But I removed them and the positions were all out of place. I didn't see that they were anchored 0.5 automatically by the physics, but maybe I'm doing something in the wrong order. Below is my full Game.js code. Basketball.Game = function (game) { this.score = null; this.scoreText = null; this.ball = null; this.
  14. Hello, Making a basket ball game and I want to increase the score when I detect that the ball has been sunk in the basket. I place a rectangular sensor body under the net so it doesn't stop the ball from passing through it but can detect collisions. I create the sensor in the create() function: //Setting up checker physics this.game.physics.p2.enable(this.checker, true); this.checker.body.data.shapes[0].sensor = true; this.checker.body.static = true; And I add this onBeginContact callback, also in the create() function: this.checker.body.onBeginContact.add(this.checkIfScored, t
  15. Do you know if they have anything similar to onWorldBounds in the P2 physics system?
×
×
  • Create New...