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  1. Well of course id doesn't work because you have to check wether the player is jumping or not with a boolean variable. But I do this in another way: In the update function of the player I check if it's body's y velocity is <0 (going up) or >0 (going down) and then I adjust it's sprite rotation. if(this.body.velocity.y < 0){ this.sprite.rotation = -0.4;}else{ this.sprite.rotation = 0;}Since the rotation is immediate I would suggest to lerp the rotation.
  2. If you found a solution please would you mid to tell us what it is?
  3. Very cool demo. Can't wait to see it officially released. About the physics engine... well, it is mandatory in a game engine so I'm waiting for p2.js implementation or.... what about box2d? I know there's a js porting
  4. Uhm well... as I said I just started using panda.js so maybe those features exists yet, but here's what I can find useful: - Tilemaps - Camera system - Animation manager (something like a state machine) - Fancy WebGL and Canvas effects (color correction, distortion, glowing, glass effect....) - 2D lighting About documentation, more details both on the API docs and on the tutorials comments are needed. Plus I can't find documentation on: - Tiling Sprites - Asset manager - Event dispatching At the moment I'm experiencing an issue with the physics engine: when a box collides with a box it stops, but when a circle collides with a box it pass through. You can recreate this issue by changing the player's body to a Circle in your flying dog game. Though I would like to say again I'm very happy of panda.js :-D
  5. Thank you very much! O.T.: I just started using Panda.js and even though it lacks some minor feature and a more detailed documentation, I think it could become soon a great engine and one of my favourite of course. Are you developing it alone?
  6. Hi! I would like to show a custom loading bar at the beginning of my game. Is this possible in panda.js? How?
  7. Good! I knew Phaser wouldn't have disappointed me on this Thank you and keep on making this great engine more awesome!
  8. I have a game with a MainMenu state and a Play state. I want to keep my animated background without reloading it (the animation should loop without interruptions) when I change from MainMenu state to Play state. How can I do this?
  9. It seems a good solution to my problem. Thanks. I didn't know sprites were added to the world group too. Where can I find those phaser engine details?
  10. Hi all. I have a problem with my game I can't understand. Here the code: function createTitleView() { //Creates title title = game.add.sprite(,, 'title'); title.anchor = new Phaser.Point(0.5,0.5); "title"; //Creates play button playBtn = game.add.sprite(,, 'playBtn'); playBtn.anchor = new Phaser.Point(0.5,0.5) = "play button"; //Creates game view titleView =; = "title view"; titleView.add(title); titleView.add(playBtn); //Assigns event listener to play button playBtn.inputEnabled = true;, this);}function startGame() { // Creates the player gameView =; = "game view"; unicorn = game.add.sprite(100, 100, 'unicorn'); = "unicorn"; gameView.add(unicorn); // Slides out the title view titleViewSlideOut = game.add.tween(titleView).to({y:}, 500, Phaser.Easing.Exponential.In, true); createGameView();}Now the fact is that the unicorn's position is relative to the playerBtn and moves with it. Why is that if they're on two separate groups? Here is a dump of the titleView Node | Next | Previous | First | Last ---------- | ---------- | ---------- | ---------- | ---------- group | title | credits button | group | play button > title | play button | group | title | title play button | group | title | play button | play button and here is a dump of the game view Node | Next | Previous | First | Last ---------- | ---------- | ---------- | ---------- | ---------- group | unicorn | play button | group | unicorn > unicorn | - | group | unicorn | unicorn As you can see the play button is somehow part of the gameView. How could it be possible?