Cola_Colin

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  1. So I just strangled my memory a bit and read over some old code and I conclude: I did not solve this issue in that way. I gave up on using deep stacks of groups and instead only used a single group and did everything within it by hand, as this allowed me to separate Phaser from my games logic more cleanly. I also never solved all the problems that came from using Phasers groups in the deep stacked fashion I first tried.
  2. Hi there. As a little side project I've had the idea to make a phaser based stickman animation game. A first, rough, version is now online on http://99stickman.com/ For now it only allows the usage of default stickman graphics with relatively little customization, there is a lot on my list to add. You can share animations via links for now. Pretty high up on my list is a "render to gif" function for sharing as gifs, but it has not made it into this basic version. I've had various other projects die of feature creep before ever being released before, so I actively cut out any feature that would have prevented an early "release". I am wondering how well this works in the wild and how easy it is to get into the animation UI. I think it is easy to understand, but that might just be my developer tunnel vision, after spending hours thinking about how exactly to describe mathematically the tweens necessary to do this... So I'd specifically like input on the ease of use of the animation UI and on ideas for the main page. Right now it just lists the last few uploaded animations. It seems a bit ... bland? I dunno. Maybe it should put people direct into front of the animation UI instead.
  3. There may be scaling going on. I know the needed math, just asking about API capabilities. I've started working out how I'll do it by hand, unless somebody comes around and points at a method somewhere that does what I want already. So I am just wondering if Phaser already has done this somewhere. No need to reinvent wheels in that case after all.
  4. Given a position x/y in world coordinates I need the same position, but in the local coordinate system of a given group. The group is a child of a chain of other groups that all apply various transformations. How do I get the local position? I'd expect there to be a matrix somewhere to turn global into local coordinates, but I've failed to find it anywhere. At this point my best idea would be to go through the groups and build my own matrix, but that seems like bypassing something Phaser should be able to do for me?
  5. Okay, thanks I'll do that then. EDIT: Turns out the documentation of http://phaser.io/docs/2.6.2/Phaser.Tween.html#to isn't fully correct. It states this about the duration: " Duration of this tween in ms. Or if Tween.frameBased is true this represents the number of frames that should elapse. " Even if Tween.frameBased is true the duration still has to be passed as a ms value, not as a number of frames. That's nice and makes handling this easier, the documentation appears to be misleading here. The only difference due to frameBased is here I think: https://github.com/photonstorm/phaser/blob/v2.6.2/src/tween/TweenData.js#L370 and that's the difference I want.
  6. So I am building a game where I for some parts use tweens that interact with gameplay. Other parts of the gameplay are based on time.physicsElapsed. I believe using time.physicsElapsedfor every frame (call to update) should cause the gameplay to slow down together with the fps, which is what I'd like to have as I have decided that is the most graceful way to deal with weak devices. What I am confused about is how tweens are timed. http://phaser.io/docs/2.6.2/Phaser.TweenManager.html#frameBased makes it look like only frameBased Tweens are using the physics time and that isn't the default setting. http://phaser.io/docs/2.6.2/Phaser.Time.html explains that Physics Time is used for tweens. Which seems to contradict the above finding. So if I combine tweens with other timings that work on counting time.physicsElapsedin each update() call will that work consistently or not? I am worried that fps drops will slow down some parts of the gameplay, but not others. Do I need to switch the tween manager to use frameBased tweens if I want it to stay in sync with the rest of the physics time in low fps situations or not?