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Found 4 results

  1. Hello All, I'm new to Phaser and the world of HTML game development so I'm trying to learn the ins and outs of Phaser 3. Past several days I've been trying to get some sprite animations working via an atlas but not having much luck. The feet would not stay aligned to the floor. I'm assuming it has to do with the physics body since I can get it to work as intended via a sprite sheet or with an atlas without the physics involved. I've tried messing with the body.setSize() and the setOrigin() to the sprite itself but luck. I've attached the quick demo of the problem. The attachments go
  2. I'd like to use sprites with 3D look (using light sources which cast shadows), and pre-render them from 3D models to 2D images for sprites. For sprite rotations (think Asteroids ship rotating), I thought I'd pre-render multiple frames for the different rotation angles, and select the frame which matches the rotation angle. I cannot figure out how to best handle this in Phaser Arcade Physics. If I try to use body.angularvelocity which seems to set sprite.rotation, the framework rotates the currently active frame, which messes up the shadow directions. Is there some way to ov
  3. Hey guys, I had related topics before, but let me give a short summary: I am working on a time-based game, roughly similar to guitar hero. For that, I use deltaTime and PhysicsElapsed like this: update: function() { deltaTime = (this.time.elapsedMS)/(1000/60) this.time.physicsElapsed = this.time.elapsedMS*0.001; } So if the framerate drops to 30, deltaTime = 2 and physicsElapsed will also be double the value it is normally (1/60 as in 1/desiredFPS). It always seemed to work perfectly fine. Sure, it leads to a loss of accuracy whith lower framerates or bigger lags, but that'
  4. Hi, First of all; I'm using Phaser 2.0.0, I have two sprite groups, "newspaper" and "home" and I'm moving the home group with clockwise movement of mouse. I do "game.physics.arcade.enable(sprite);" thing for all sprites in these groups. When i'm trying detect overlap with this code, this.physics.arcade.overlap(this.newspaper, this.homes, (newspaper, home) => { if (newspaper.name == 'newspaper' && home.name == 'newspaper') { newspaper.name = ''; home.name = '';
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