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Found 6 results

  1. Hi kids! Wow, Wingnut's 2nd Q&A thread-starter IN A SINGLE DAY! Okay, I got this playground thing... https://www.babylonjs-playground.com/#BFM7EX#9 It started as @adam's demo... making a bounding box from an empty mesh. Tilt the camera up/down... notice that the standard bounding box LINES... can be seen THROUGH the ground, and THROUGH the pyramid, too. I need that to remain the same. This is NOT TRUE with the yellow linesMesh. They cannot be seen thru mesh. Solve Option #1: Using the boundingbox.vectors or .vectorsWorld crap in lines 49-59, I would like to "taper" the top of the bounding box... so that it matches the pyramid contours/angles. In other words, CAN the boundingbox.vectors be adjusted... so that they match the yellow linesMesh lines? In lines 52/53, I make position adjustments to the vectors, but I can't get the bb to update (in lines 58/59). Solve Option #2: Can someone/anyone make the yellow linesMesh... ACT-LIKE the boundingBox lines? (Make yellow lines be seen THRU mesh... in some/any color.) I am working on a physics "applyImpulse location/direction indicator/icon". (huh?) This little pyramid arrow... shows users the impulsingObjects that they have created earlier. This is part of a system that can be used to put MANY pre-made points-of-impulsing into a physics scene - great for testing angle constraints and limitMotors, etc. Ideally, the pyramid arrows are clickable, too... firing the impulse that is associated-with/bound-to THAT particular "impulsing arrow". Often, the applyImpulse contact point... happens at mesh.getAbsolutePosition()... which is INSIDE-of the mesh. I would like my 4-sided pyramid "impulsing arrow" to be seen by users... even when it is inside-of a mesh. RARELY are impulse contact points set to apply force on/at the outer surfaces of a mesh/impostor. Almost always... the contact point is somewhere inside the mesh volume. I prefer NOT NEEDING-TO make the physics mesh semi-transparent. This is going to be a physics helper - part of a physics "impulse builder", so it needs to work on ANY physics-active mesh... no matter the transparency. In this version, we can see that lines from BABYLON.BoundingBoxRenderer are visible, even when "within" full-alpha mesh volumes. I just need it to be an arrow, not a box. Ideas/help greatly welcomed and appreciated! Party on!
  2. Hi All, How should I go about obtaining the size of mesh in pixels? Is this even possible ? I assume there is away to obtain measurements for the bounding box or something..? Cheers
  3. Hello everyone. I'm new to Phaser, and believe it or not, the first thing I decided to do, was a 2D fighting game. first of all, i'm spanish, so excuse me for my english. I thought it would be an awesome experience, but the real thing is that I've got so many problems with it that I can't do nearly anything. I'm using Phaser for programming it. One of my mayor problems are the collisions. I use spritesheets for the characters, and like in many fighting games, some sprites are smaller than others. (the one for crouching is smaller than the Idle one). the problem is, that when I want to crouch by pressing a key, the sprite makes it's animation, but the collision box does not adjust the sprite height. at the moment, i've got this: In a "preloader.js" file, with many other different resources, I've got this line. this.load.spritesheet('herbal', 'imagenes/spriteSheetHerbal.png', 202, 222); In it, I'm sending a width (202) and a height (222) value for every sprite in the spritesheet. I KNOW that in this way, my game does not adjust the width or height like it should (because it takes the width and height for every sprite) My first question here is: 1- Is there any other way for loading spritesheets without telling an exact width or height? I'm using the arcade physics for the game. I'm using them because it's the only physics system i understand a little bit from the 3 of them. So, my second question is: 2- For a fighting game... which physics system should I use? NINJA, P2 or ARCADE? What are the first 2 for? (I really have no clue of them. I've read some information, but still don't understand). In another script called "batalla.js", I make the following: this.jugador=this.add.sprite(this.world.width - 300, this.world.height - 115, 'herbal'); this.jugador.anchor.setTo(.5, .5); this.physics.enable(this.jugador, Phaser.Physics.ARCADE); this.jugador.scale.x= 1; this.jugador.animations.add('stand', [2, 3, 4, 5, 6, 7, 8, 9], 8, true);this.jugador.animations.add('down', [0], 8, true);this.jugador.animations.add('defense', [1], 8, true);this.jugador.animations.add('walk', [10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28], 8, true);this.jugador.animations.add('backwalk', [27, 26, 25, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 10], 8, true); As you can see, I asing the spritesheet to a variable called "jugador" and then I start the physic system. finally, I create the animations with every sprite. the result of this is that every sprite has the same width and height, and it doesn't matter if I crouch or not, the sprite will have the same height and width. I've tried the "setSize()" method, and I've tried to make the collision box smaller by putting it in the update function, and it allows me to crouch, but when I again try to get up, the collision box, makes bugger again, and it fells from the stage, so, that way is not the best for me. Now that I've exposed my entire situation, I would like to ask again...How can I adjust the width and height dinamycally in order to make the game playable? Thank you all for your patience. I attach 1 screenshoot for you to see.
  4. Hey guys, I've just noticed that the bounding box of a plane in the debug layer and the bounding box which is taken into account when computing mesh intersection with a point are inconsistent. Here is the playground example (just check the bounding boxes checkbox). So one of them should be fixed... Upd: Another problem is when the plane's bounding box does fit the bounding box of debug layer, there is no intersection at all (that's an obvious problem because of plane thickness I think). Here is the playground sample. Maybe the solution is to give a minimal bounding box thickness of BABYLON.Epsilon.
  5. there is any instruction to set the bounding box to an entire group of sprites? I have the following: n_bullets = game.add.group(); n_bullets.enableBody = true; n_bullets.physicsBodyType = Phaser.Physics.ARCADE; n_bullets.createMultiple(10, 'n_bullet'); n_bullets.setAll('anchor.x', 0.5); n_bullets.setAll('anchor.y', 1); n_bullets.setAll('outOfBoundsKill', true); n_bullets.setAll('checkWorldBounds', true);I think setsize method don´t exist for group .
  6. Hello! I'm founder of www.FreezingMoon.org - we're indie game developers working on an open source browser based TBS www.AncientBeast.comWe're considering adopting a game/rendering engine in order to make the game more playable on tablets and phones https://github.com/FreezingMoon/AncientBeast/issues/425 The gameplay coder has a question: Also, what's the state of documentation? Would rather see that instead of almost daily change log xD So far Phaser looks awesome, I really dig the website :-)
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