• Content Count

  • Joined

  • Last visited

Everything posted by bowlofrice

  1. I resolved this myself. made the platform creation into a variable which then allowed me to add the attribute: while(locs.indexOf(idx) !== -1); locs.push(idx) var platformCreate = platforms.create(x * 32, y * 32, 'platform', game.rnd.integerInRange(0,7)); }
  2. So I have tried a few more things: Now I'm not getting an undefined error, but immovable = true is still not working. I have added in a ingame timer to run to allow all the platforms in the array to be created. However, the platforms are still ignoring body.immovable = true;
  3. Hi, I am working on a phaser project in where the platforms are randomly generated. I followed: but now I'm having an issue making the platforms immovable, getting an undefined error: platforms =; platforms.enableBody = true; for(var i = 0; i < 15; i++){ createUniqueLocation(); } platforms.sort(); function createUniqueLocation(){ do{ var x = game.math.snapTo(, 32) / 32; var y = game.math.snapTo(, 32) / 32; if(y > 750){ y = 500; } var idx = (y * 17) + x; } while(locs.indexOf(idx) !== -1); locs.push(idx); platforms.create(x * 32, y * 32, 'platform', game.rnd.integerInRange(0,7)); } I saw something sort of similar where they made a function outside of the phaser canvas, whats the best way to make the platforms immovable? Thanks
  4. Hi, I am working on adding features to the tutorial game for phaser 2. I am currently running into an issue where the scaling for the canvas isn't working. When the browser isn't in full screen mode, the canvas stretches correctly until you reach a certain point then it does this: Also when you go into full screen mode the background breaks and sizing isn't correct. Looking at the console this is what it says about the console: <canvas width="2332" height="1288" style="display: block; touch-action: none; user-select: none; -webkit-tap-highlight-color: rgba(0, 0, 0, 0); cursor: inherit; width: 885px; height: 489px; margin-left: 0px; margin-top: 150px; margin-bottom: -150px;"></canvas> I believe this second width width: 885px; height: 489px is the issue, but I have researched into this, and can't figure out a way to change this. var canvas_width = window.innerWidth * window.devicePixelRatio; var canvas_height = window.innerHeight * window.devicePixelRatio; var game = new Phaser.Game( canvas_width , canvas_height, Phaser.AUTO, 'game', { preload: preload, create: create, update: update }) * { margin: 0; padding: 0; } html body { width: 100%; height: 100%; background-color:#6ac1f7; margin: 0; } #game{ width: 800px; } canvas { padding: 0; margin: 0 auto; width: 100%; height: 100%; } The rest of the code is here: I would appreciate any help, thanks a lot!