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Growler

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  1. In Melon JS 8.0, how can I create a draggable line and check if, when dragged, it overlaps two circles? The start point of the line and end point of the line should be checked for overlap. I.e., the center of the line overlapping the circle shouldn't count. @obiot
  2. Hello, I'm on a Macbook Pro 15" monitor, on Google Chrome. MelonJS 5.1. 640 x 480 dimension. if (!me.video.init(640, 480, { wrapper: 'screen', scale: 'auto', scaleMethod: 'fit', renderer: me.video.AUTO, subPixel: false, })) { alert('Your browser does not support HTML5 canvas.'); return; } I'm trying to request full screen. I'm using DOM elements for the GUI, so I'm requesting full screen on documentElement: me.device.requestFullscreen(document.documentElement); When I change to full screen, there's no issues with my poin
  3. Using Tiled 1.3.1 and MelonJS 7.1.1, I'm rotating your platformer tutorial tilesets with Tiled hotkeys x (flip active stamp horizontally), y (flip active stamp vertically), and z (rotate active stamp clockwise) - https://doc.mapeditor.org/en/stable/manual/keyboard-shortcuts/ In tiled, using piece: I flip it around using x, y, z to achieve this. It seems like 180 degree/horizontal flips cause problems. Why is this? In the Tiled map editor: In game: @obiot @Parasyte
  4. @obiot @Parasyte any thoughts on this?
  5. How do I stroke the outside of a font? font.drawStroke seems to stroke the inside of the font. Something like this: http://jsfiddle.net/vNWn6/ (as shown in this issue here: https://github.com/melonjs/melonJS/issues/299) Your example, here https://melonjs.github.io/melonJS/examples/font_test/, doesn't seem to show clearly how to do this. @obiot My code: game.ClickableEntity = me.Entity.extend({ init: function(x, y, settings) { ... this.color = 'black'; this.font = new me.Font('Verdana', 14, this.color); this.font.bold(); this.fon
  6. @obiot This bug is happening again, but only on Mandarin version, even though I'm loading I think fewer overall assets than the working Spanish version. Question: what are texture units (i.e., what does "16 texture units" mean?) and how do I compare it to overall loaded texture size? If I print out game.map_texture, how do I compare it to see if it's below 16 units? game.map_texture = new me.video.renderer.Texture( me.loader.getJSON(`${country}_map_items`), me.loader.getImage(`${country}_map_items`) ); Mandarin Version: Printing
  7. In MelonJS 5.1, after I load the level and the player entity, I set the player's position somewhere else (testing positioning) via: this.pos.x = 1000; this.pos.y = 1000; For some reason, melon fades the screen out to white, re-renders the entire environment (it seems), and the player entity doesn't appear. I also get error: Uncaught TypeError: Cannot read property 'flipX' of undefined Which is complaining at line this.renderable.flipX(...) So it would appear the renderable is removed from the player entity. Moreover, other screen entities also appear to be destroyed, as I
  8. @obiot separately (I know I should probably start a new thread), do you know how can I maintain order of Tiled Layers? As you can see from the tiled Layers image below, Player should always appear behind building overlap (since it's ordered below in Tiled) yet in game he appears in front. Secondly, if I have to manually change the layering, how I can get access to the tiled layers within melonJS code?
  9. @obiot I just don't have time to read thru changes I need to make from 5.1 to latest. I guess the WebGL "Texture cache overflow: 16 texture units available." error is pretty annoying but not sure any Melon upgrades can solve that limitation. (I talk about it here: If you email me at dan@scholarcade.com I can send you the game so you can check it out. Perhaps as you play maybe you can find some reasons I should upgrade?
  10. Hello, I wanted to use this particle creator/editor as I have many times before but it's down now: http://melonjs.github.io/melonJS/examples/particles/ Error throw in console is: Uncaught TypeError: context.beginPath is not a function Seems you've updated its MelonJS to latest without making necessary changes? I'm on Melon JS 5.1 and don't have plans to upgrade for the time being. Can you restore the functionality of this please? @obiot
  11. @PLAYERKILLERS What does sortOn "y" do? Can you elaborate a bit more on this answer and perhaps provide a couple examples?
  12. @obiot Hi Obiot. Wondering if you can help with this? Btw my game is ready if you're interested in trying it - please email me at dan@scholarcade.com
  13. Using Melon JS 5.1, I want to have an entity bounding box for collision, and a separate box for click interactions. Meaning, the smaller thin red rectangle is collision for the tree. If the player's Y coords are less than the tree's red collision rectangle, the tree appears behind the player. If the player's Y coords are greater than the tree's red collision rectangle, the tree appears in front of the player: Player in front: https://i.imgur.com/rDtjLeC.png Player behind: https://i.imgur.com/86QTdWs.png game.TreeEntity = game.MapObjects.extend({ /** * constructor */ i
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