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mfcv

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  1. Great little game! But as you wrote, would be cool to get it working on mobile (chrome on my iphone crashes). At first I'm a little confused by the who is the enemy and who is not. You can shoot and destroy upgrades or you can pick them up. But why can you destroy them? And you can destroy the enemies, but not the square ones, the bullets just pass through them? Why is that? A little confusing at first. Maybe those issues aren't a big deal but what is more confusing is that when you collide with an object, there's a little overlap before it kills you. It made me think that it wasn't an e
  2. I've been working on multiplayer game (two players per room) where you make music at the same time as you play a game. The game is built with Phaser and the Web Audio API. The idea is to collect notes and create a musical sequence. You have limited time before the note explode so hurry up! If you're close to an explosion then you lose your notes and start over with an empty sequence. Circles of different colors represents notes. Red circles represents a silent note. So by collecting them you can create rythmic patterns. Collect a yellow square to change the chord. A gray circle will make
  3. I have the same problem. How do I implement the simplest boot state possible? Everything else in my game is done, and I don't wanna mess with it unless I have to. I tried with adding "boot : boot" in the game init, and also a boot function, but that didn't work. var game = new Phaser.Game(width, height, Phaser.AUTO, 'phaser_game', {boot : boot, preload: preload, create: create, update: update }); Any ideas?
  4. Any news about this feature in Phaser? I can't find anything in the documentation, but I'm not really sure where to look...
  5. I'm drawing circles at random places anywhere across the game with this code in the create() function: bmd = game.add.bitmapData(width, height);game.add.sprite(0, 0, bmd);And this code is run when it's time to draw the expanding circle (radius and alpha is increasing until a certain point): bmd.clear(); bmd.circle(star.x, star.y, radius, 'rgba(122, 45, 255,' + alpha + ')');I wanna check for collisions with other sprites, but only with the circle. Not with the bitmapData that is covering the whole screen for obvious reasons. How can I do that?
  6. I'm trying to achieve something similar, but for my application it's crucial to draw a smooth curved line. With <canvas> you can do the following to create a just that: ctx.bezierCurveTo(20,100,200,100,200,20);The phaser graphics can't do that from what I understand, so I'm using this instead: graphics.lineTo(p.position.x, p.position.y);This is drawing straight lines, but I really need the smoothness. Can I somehow access the underlying technologies for this purpose?
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