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Found 7 results

  1. Hi, Is there anyway to pick a bounding box? I know I can pick a mesh using scene.pick but then pickInfo.pickedPoint will give me the point where the picking ray hit the mesh. What I would like to get is the point where the picking ray hit the bounding box of the mesh. How can I do that? Thanks!
  2. I've noticed that "this.player.anchor.setTo(0.5);" will create a bounding box centered on the player.body in Phaser v2.2.2 when "this.game.debug.body(this.player);" is used, but in the latest Phaser v2.6.2, "this.game.debug.body(this.player);" shows a bounding box anchored at top left even if "this.player.anchor.setTo(0.5);" is previously applied. Was this an intentional change or a bug in the new version?
  3. Hi guys, i tried to use the update function from an older forum post to edit the size of my bounding box. Somehow the bounding box didn't change. Link: http://www.babylonjs-playground.com/#WXK2X#2 Any ideas?
  4. Hi there, I'am working on a small tile based game. I use the tool "Tiled" for creating my tilemap and import it with phaser. The map ist build of a 8x8 pixel grid in size. BUT my tiles are actually 16x16 pixels in size. I do this to habe some kind of "half position" for chests or wooden boxes and so on. If I load it in Phaser it looks all right but the collision ist wrong. Cause the grit is 8x8 pixels, the bounding boxes of the tiles are 8x8 pixels too... How can I tell Phaser that it should use a bounding box with the double of width and height? And I don't want to slize my 16x16 tiles in 4 8x8 tiles caue that would cause in four times higher collsion checkts^^ thanks in advance Tom
  5. Hi all :-) Can I create circular or polygon bounding boxes in Arcade engine? If yes, how? If no, is there any engine which supports collision and bouncing? Thanks.
  6. Hi guys, Hoping you can help me out. I'm currently using the setPolygon() method to modify the bounding box of one of my sprites. I'm setting the initial x and y coordinates to be somewhere in the middle of my canvas. Initially, I wasn't using the body.translate() method after calling setPolygon(), and my bounding box and sprite were spawning in the upper left corner of my canvas. After calling body.translate with my initial x/y coordinates, the bounding box now appears in the correct place, but the sprite image still spawns in the upper left corner. Any idea why this could be? Thanks, Jancarlo
  7. Hello. I was looking into the easeljs framework and I wanted to flip an image so it faced the other way. To do this I had to set it's regX and regY property to the center of the image and then set the scaleX to -1. This then changes the x position to the center of the image. I thought this seemed really strange, although I'm not yet in a position to know what is strange and what the norm. So, I was looking into pixijs and this does the same thing. Instead its called anchor.x. As I think both frameworks are little based on a flash type of framework, this must be a pretty common way of doing things so I was wondering... Where do you prefer your anchor poiints? And if you like it in the middle how does this affect what type of collision detection you use? I want to just started dong bounding box collision but with the anchor point being at the center that kind of messes up every example of this type of collision dection I've seen. The rectangle interesects methods I've seen would no longer work for example. If you you prefer your anchor point at the top left, then how do you flip images for your sprites in animations? Or do you reverse your image the in an image editor first?
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