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oobarbazanoo

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  1. I have a group with sprites. Will the sprite `enemy` be deleted from the group if I add such code and the sprite go out of bounds? enemy.outOfBoundsKill = true;
  2. If I have a group, how can I disable its colliding with top and bottom? Here is a code which I apply to every sprite in group: enemy.enableBody = true; enemy.body.gravity.y = 2000; enemy.body.collideWorldBounds = true; enemy.body.bounce.y = 0.1; enemy.animations.add('attackMagic', Phaser.Animation.generateFrameNames('attackMagic/', 0, 24, '.png', 1), 7, false, true); enemy.animations.add('attack', Phaser.Animation.generateFrameNames('attack/', 0, 5, '.png', 1), 10, false, true); enemy.animations.add('run', Phaser.Animation.generateFrameNames('run/', 0, 4, '.png',
  3. How can I create start menu in Phaser? I found nothing on that.
  4. Can someone tell me, please, why collision does not take place during animation? Here is a game : https://oobarbazanoo.github.io/JumperKisame/.
  5. How can I change background of the game in Phaser? I am using tileSprite for the bacground and when I destroy current sprite and add new the new one goes at the top of all my game.
  6. I wrote: background = me.game.add.tileSprite(0, 0, me.game.width, me.game.height, 'back'); How can I change the spritesheet shown at the back? I already have "back2" preloaded.
  7. Let us suppose I added tileSprite to the window like this : background = me.game.add.tileSprite(0, 0, me.game.width, me.game.height, 'back'); After that I added a lot of different things above the tileSprite. And now I want to change background without showing it over everything else. How can I do that?
  8. Thanks for the attention, but result is the same. It does not work. When I animate the player the player falls down through all my tiles.
  9. Here is my code: var Main = function(game){ }; var velocityOfTileMoving = 10, speedOfTileGenerating = 15000, speedOfPlayerMovingRightLeft = 150, facing = 'left', sizeOfPlayer = 0.5, me, spaceBar, jumpTimer = 0; Main.prototype = { create: function() { me = this; spaceBar = me.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); //The spacing for the initial platforms me.spacing = 200; //Set the initial score me.score = 0; //Get the dimensions of the tile we are using me.tileWidth = me.game.cache.getImage('tile').width; me.til
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