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Everything posted by Stiggy88

  1. Got ya, thanks - I will keep this in mind and give it a go.
  2. Does Phaser's API offer any methods that could help to achieve this? Would it have anything to do with the StateManager? The results would end up wiping (removing all elements - including sprites/backgrounds etc.) from the current view of the canvas so it is "blank" and then to load the next state in quick succession for the player to continue in the new state.
  3. Hi there, I'm deciding on the world design for my game. What I have in mind is multiple "worlds" which have different environments and have different sizes (like <1000x600, keeping the camera the same size 800x600). These worlds will have different object groups of enemies that randomly spawn now and then. The player should be able to "jump/teleport" from environment to environment freely, keeping the state and current objects which were on the screen at the time the same when the player returns. My question is; how is this most efficiently achieved? Should it be with the use of multi
  4. Perfect! Sorry for the unclear question, especially for the simple answer. I very much appreciate the example too!
  5. Hi Guys, I have a question of obtaining some form of a unique ID from a sprite / button, let me explain. I have a main menu which loads a random number of items which are clickable (at the moment they are buttons, which I'm not sure is correct or if they should be sprites). I also have a JS object which represents each of these created items (the objects are put into an array). At the moment when the Phaser button is created (in a for loop), I attach the button to the JS object when it is created, so that it is stored. As a callback function on the clickable button, I try and pass the un
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