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  1. Hi all, I got WebPs with Alpha working; however, the WebP is animated (or should be). It isn't playing in Phaser. I'm assuming this isn't supported and I'm SOL; however, I just wanted to check. Does anyone know how to get animated WebPs to play in Phaser?? Please don't suggest using spritesheets -- I'm writing a demo that leverages an API that delivers animated webps, so for this purpose, I need to play animated webps. Thanks!
  2. A follow-up question for anyone. My child sprites are being rendered beneath their parent whereas they should be drawn on top. I can't imagine why this would be. Anyone have any ideas? EDIT: My bad, I was adding the child sprites to another group
  3. Can this really be? What is the point of autoCull in this case? I have a large side-scrolling world where the camera moves left to right. I have enemies positioned at launch positions that are 'asleep'. They self-activate when near the camera bounds. I'm worried I'm wasting a lot of power by 'rendering' these 100-200 objects offscreen. A slightly different question, but does renderable = false really not offer any performance benefit in this scenario?
  4. jyapayne, thanks again so much for your support - this app has me really excited to make some standalone executables with Phaser. I had a question maybe you can shed some light on, although admittedly, it is kind of a long shot. I'm wondering if I could submit a Phaser game, perhaps leveraging web2exe to ID@Xbox, Xbox One's independent publishing portal. Does anyone here have any experience with that (or with comparable programs for Playstation 4, Wii U, etc.), with or without Phaser?
  5. Ah, of course! Since the position is relative, I was positioning the child way off screen by adding the position of the child to the parent. You're the man. Thank you -
  6. I'm also having weird issues resizing tilesprites. (Basically, they won't resize when I change their width and height properties). Is this a known bug?
  7. Hi there, I'm having an issue where a child sprite does not respect the depth of the parent's group. Meaning that other objects will render on top of the parent sprite as expected, but not the child sprite, which appears on top of both the parent (expected) AND other objects (unexpected). First, I am extending the sprite class: var Wall = function (game, x, y, width, height) { Phaser.Sprite.call(this, game, x, y, 'wall-border'); this.width = width; this.height = height; this.anchor.setTo(0, 1); game.physics.arcade.enable(this); this.body.immovable = true; var child =
  8. This is truly fantastic, thanks so much! Had a quick question, I'm trying to build for OSX and noticing that everything works great except for SFX and music. I couldn't find anything in the issues or docs about this. Is there an obvious flag or something I'm missing? Thanks for any help you can provide!
  9. FWIW, I believe using emitter.setXSpeed(min, max) and emitter.setYSpeed(min, max) achieves what I was looking for.
  10. Case in point, I have come across this thread and found no solution posted, even though it was found. My forum-related activities have been negatively affected this day.
  11. Hi all, I'm interested in building a 2d shooter or runner game (think Gradius) where the levels are designed ahead of time. That is to say, the platforms and enemies would NOT be procedurally generated, but rather part of a scripted level. My plan was to give the player a positive x velocity, moving him/her to the right in a long world (currently 6000 pixels wide) and have the camera follow him/her, and literally have enemies and objects waiting at predefined positions. Basically I want to know, is this a reasonable way to build this type of game? I'm wondering how big can the world
  12. Thanks for the thoughts, lewster - Do you know if it is possible to scale the world around the center point? I know cameras in Phaser don't support zooming yet, but as a workaround I was hoping to scale the entire game.world. I just can't figure out how to set its anchor, origin, pivot, or whichever is needed. Nick
  13. Hi there, I'm trying to zoom out the entire game world from the center.. unfortunately I see no method for the camera for zooming out so I'm scaling the game.world directly with this.game.world.scale.setTo(0.5, 0.5);Unfortunately, this scales around the top left of the screen. I've tried setting the anchor on the game.world as well as the pivot to the center of the world or the center of the stage to no avail. Is it possible to achieve what I'm trying to do? Thanks for any thoughts - Nick
  14. How does one change the world's origin to the center of the screen?
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