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Everything posted by msickle

  1. Actually animation frames on a sprite also works fine for this. Many ways to do what I need. And I checked src and the only GameObject types in arcade physics are Sprites and Images. Case closed.
  2. I was noodling around and trying to create groups of game objects that had 3 sprites that were cropped from one image. Similar to a 3-panel round cornered web button. The reason for this structure is I need variable width with the outer left and right images being fixed. But I also need it to be a game object with physics and collisions. I tried adding tileSprite to physics to make this, but it did not work with physics. ("Error: Not a function") this.blockLeftCap = this.physics.add.tileSprite(100,100,44,43,'button-001'); In the end I can just cut solo images individually, and then add as sprites to physics with no issue: this.blockLeftCap = this.physics.add.sprite(100,100,'btn-001-cap-left'); Since I can do this other ways it is no big deal. But I did like the way tileSprite allowed for easily adjustment of the image cropping. Just wanted to double check if I was missing something. Thanks, Matt
  3. Awesome - I will take a look at the recording and playback code. Thanks for describing it!
  4. The attract mode is very interesting. I was wondering - what did you use to record the keystrokes and camera positions for that?
  5. I will check it out. I used earlier versions of your Webpack project to learn Webpack and also start learning Phaser 3. Many thanks for making and maintaining this!
  6. I tried to play it but it's mobile only for some reason.
  7. No one I know uses ES6 for any job. No one bothers learning it at all. So I also don't use it in hobby game coding. Just my take.
  8. This example got me started with tile maps. Worked exactly as they do it here. All I did need was a spritesheet to work with at the beginning. I used it in Tiled and then also load into Phaser:
  9. You can check one pool of objects against another very simply: this.physics.arcade.overlap( g.bulletPool, this.jetPool, this.enemyHit, null, this );
  10. msickle

    Phaser IDE/ Aptana

    VS Code is free and works great for all web and/or Phaser development.
  11. You could spread out this check by putting it on a timer. Every 200ms check 1/4 of them or something like that.
  12. I am working on a game where I want to change the tiles dynamically, but have a similar issue. What I am doing is just importing a blank or one tile map from tiled, to associate the spritesheet and use for display. Then I manage my own map, in my own objects and simply update the index value of tiles in the display map to match as needed.