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drunkenoodle

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  1. Mornin', Frankly (in my personal opinion), I wouldn't worry about integrations and builds with Phaser until you've got a good grasp on how it generally works. You don't need to use TS to use Phaser basically, so I'd just dive in and start monkeying around with it using standard JS at this stage (looking at the examples, other sites such as game mechanic explorer as a starting point). Otherwise you're going to scare yourself away, as there's a lot to learn. But taking it step by step will allow you to keep your confidence and keep the fun aspect of it all in check. However, that being
  2. Hi everyone, just wanted to post up a cheeky link to a game myself and a colleague knocked together within a week or two for the company we work for (Shout Digital). It was decided that a series of christmassy things needed to happen and this was one of the ideas that came to light. It uses a combination of Phaser (of course!) and chance.js to pre-generate pretty much all of what you see passing you by at the start of the game. Direct game link is here: http://runner.shoutdigital.com/ Unfortunately we ran out of time when it came to making the code nice and clean, plus sticking
  3. Hey everyone, I stepped upon an interesting thing or self induced bug that seems to be happening whilst using Arcade Physics for an infinite runner. It's pretty rough around the edges, more of a proof of concept than anything else, but basically in the update function I'm doing a couple of things. First of all, the ground is a group of child sprites, each ones velocity gets nudged left per update cycle: this.ground.children.forEach(function(c) { c.body.velocity.x = -this.RUN_SPEED; }, this); Then, I check to see if any of those children have gone off screen to the left (c
  4. Hello all, Just wondering if the tileMapLayer is supposed to have the 'bringToTop' method in it still? I updated my version of Phaser to 2.3.0, and discovered that it no longer existed. Is this supposed to be the case? Currently I'm just hacking it a bit and doing: Phaser.TilemapLayer.prototype.bringToTop = Phaser.Component.BringToTop.prototype.bringToTop;Just wondered in case things had been changed, or if it was done by mistake. Cheers
  5. If only they were mine, that image was 'borrowed' from FF6.
  6. Hello everyone, If anyone's interested in progress I'll keep updating this topic with what I discover about side-on staircases. Code is to follow when I finally get it working nice and smoothly. So far I've got a few things sorted out in regards to my problem. Basically what I decided to do was have a series of different tile types (on a collision layer) that will handle the transition between being on a stair case and not at all. What this allows for is a mode change on the player sprite. For example, upon entering the staircase (either top or bottom), the mode of the player sprite is cha
  7. Hey Mikau, thanks for your reply! I have actually already been using the script that's provided on that post (and it works great), so for that much it does actually work. The main problem seems to be entering and exiting however. I'm going to attempt at using some sort of 'floor sensor' then report back here with what I find out... Cheers!
  8. Hello everyone, I've been working on a little something for a while now (top-down classic rpg) using phaser. For the most part it works quite well, but there is just one thing that I can't seem to get the hang of... Side-on staircases. Forward facing staircases are no problem at all, but the real challenge comes when attempting to create side on stair cases like we see in the image attached. I've made progress enough to get the player sprite to move up and down at a 45 degree angle, and 'almost' so that you aren't able to walk off the edges and only each end. But it's very tacky and feel
  9. Hello everyone, I've been looking in to how one might create sloping tiles in Phaser.js and its Arcade physics engine. From what I've done so far, I just basically have two squares moving through the middle of an existing square as an experiment to see if my 'limited' knowledge of maths actually works (see fiddle): http://jsfiddle.net/drunkenoodle/qLuzv06c/10/. My plan was to simply move a sprite along that same trajectory while ignoring the left and right collisions of the tile... So I gave it a shot and attempted to apply the method to Phaser, although had very little luck doing so. I've
  10. Hi Rich, I'm really sorry I forgot to say thanks for replying to this post, actually carried on my merry way without coming back to check for a reply! Cheers for the advice, having great fun working with Phaser, especially now things are making more sense. Thanks again!
  11. Hello everyone, I wondered what the best course of action might be if you're using RequireJS with Phaser and wanting to access groups from other scripts. For instance, on the 'create' method (currently housed in its own script file) I have a bunch of groups that exist, but they only exist within that context, and it would be great to be able to access them say from another area that handles the game's update loop, etc. Current all I'm doing is this, it does work, but I can't help but wonder that it's not a nice way of doing it: this.game.groups = {};// And the groupsthis.game.groups.explosio
  12. Hello everyone, I've recently been having a mess around with one of the Phaser game examples (Invaders), with a mind to changing it in to a side-scrolling space shooter. I'm having a bit of an issue early on however in that when I press the left and up arrow keys, and then press space bar to fire, it doesn't seem to pick up the space bar press event. I wondered if anyone else has had a similar issue, or, perhaps has a solution to it. Please see the source code below (input events are currently in the update method): var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-sidescroller', { p
  13. Thank you very much, I'm not even sure how I missed this... (aside a general lack of sense)
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