ZoomBox

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ZoomBox last won the day on August 21 2014

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  • rgk

  1. First identify what's causing performance issues. I may be physics or rendering. (basically, disable physics and see if it still lags) Then we'll be able to help you.
  2. OK. Edit: Seriously, ask a question in your post, and why do you post it here (in the Phaser 3 thread) ? Edit²: I'm too kind today: First try to desable everything related to physics and see if it still lags or not (to be sure it's box 2D or not).
  3. It has already been discussed here (I haven't searched where and when). I'm interested in your game, i hope you'll give us news about it. I would suggest making smaller tiles for your backgroup since 4000 is already huge: Since the game will potentially have to load 4 tiles at once (when you are near the end vertically and horizontally), then if the tiles are 4000x4000 it'll be 4000*4000 * 4 to manage and that's huge.
  4. Look at this, I tried your way and it works: http://phaser.io/sandbox/SnRbeGNV
  5. You have to do things in the right order/ Actually, you should try to make a simple project work and then see what's missing/wrong in your. You should try it in the Phaser Sandbox (this template http://phaser.io/sandbox/edit/2 will do the job). And what's great with the sandbox is that you can share a working piece of code when something's wrong with it.
  6. I'm OK, since you call destroy() on each sprite, it shouldn't lag. BUT still, that's not the way phaser work. You don't have to manage the draws cycle of life SO you should create your sprites ONCE (in the whole life of your playing session) and the move them.
  7. That's good to know !
  8. You want the player to be killed so you have to do player.kill() then you set a new position to the player (which is invisible) then you call player.revive()
  9. You have to do it manually. Actually, when you are killing an object, use myObj.kill() so it'll be disabled and invisible. Once you want to "respawn" it, change its position to where you want it to spawn and use myObj.revive().
  10. You problem is that you scale the objects depending on the screen size. Sooo, the objects don't have the same body depending the screen ... so this behavior is totally normal. You should use fixed sizes for objects and work with the camera sizes. So your game is actually the same on every device but the view would vary.
  11. I have personnally already done this using P2. My floor was some P2 kinematic sprite and I continuously placed them on the right of (and off) the screen and then apply a velocity to them to make them move toward the player. The player was applied a velocity too, to "counter" the ground friction and move forward.
  12. That's what they are made for. Is other game it's called "trigger". So, you should use body with sensor = true.
  13. Btw, next version of Phaser will not be based on Pixi anymore !
  14. Now do a null test before this line: game.physics.arcade.overlap(shoots, asteroides, this.shootPlanete,null,this); for each objects (if shoots == null or asteroides == null) And put a breakpoint inside to see if it ever falls in this condition. You should also do the test for each shoot in shoots and each asteroide in asteroides. Edit: You'll, for sure, fall in one of those cases. So just manage to know why the null object is null and you'll solve the problem.
  15. Let's first try to know where is the problem and then we will see !