Jump to content
This forum will be closing down. Please move to the respective dedicated project forums.

Search the Community

Showing results for tags 'components'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 3 results

  1. Hey guys, I was profiling my game and it seems like I could save some cpu time if I could bypass this function call in my objects' postUpdate : postUpdate: function() { ... if (this.components.PhysicsBody) { Phaser.Component.PhysicsBody.postUpdate.call(this); } ... } My question is, since my game doesn't use any physics at all, do I have to rebuild phaser without physic support? Or is there a simpler way to simply disable the creation of physics body on all my game objects? Thanks for any input!
  2. I built a 1st release of entity system with typescript. You can find the library at https://github.com/francoagusto/entities and here an example with a quick developed game shooter (crimson like): https://github.com/francoagusto/entities-example I hear suggestions.. Thanks
  3. Hi, in a game I'm developing I'm trying to implement the entity component model in such a way that I can have units get their components information from the tiledMap file, I load the components from the Json like so if (object.properties.components !== "") { object.properties.components.split(",").forEach(function (componentName) { entity.addComponent(new FYP.Components[componentName](this)); }, this); } FYP.Entity.prototype.addComponent = function (component) { 'use strict'; // Add component data to the entity // NOTE: The component must have a name property (which is defined as // a prototype protoype of a component function) this.components[component.name] = component.name; return this; }; FYP.Components.PlayerInputComponent = function () { 'use strict'; this.cursors = null; return this; }; FYP.Components.PlayerInputComponent.prototype = new FYP.Components.PlayerInputComponent(); FYP.Components.PlayerInputComponent.prototype.name = 'PlayerInputComponent'; FYP.Components.PlayerInputComponent.prototype.type = 'Input'; FYP.Components.PlayerInputComponent.prototype.constructor = FYP.Components.PlayerInputComponent; FYP.Components.PlayerInputComponent.prototype.initialize = function (actor) { 'use strict'; this.cursors = actor.game.keyboard.createCursorKeys(); this.cursors.leftHand = this.keyboard.addKey(Phaser.Keyboard.X); this.cursors.rightHand = this.keyboard.addKey(Phaser.Keyboard.Z); this.cursors.pause = this.keyboard.addKey(Phaser.Keyboard.P); }; FYP.Entity = function (game, position, spriteKey) { 'use strict'; Phaser.Sprite.call(this, game, position.x, position.y, spriteKey); this.commands = []; this.components = []; // Set the pivot point for this sprite to the center this.anchor.setTo(0.5, 0.5); return this; }; FYP.Entity.prototype = Object.create(Phaser.Sprite.prototype); FYP.Entity.prototype.constructor = FYP.Entity; FYP.Entity.prototype.update = function () { 'use strict'; if (this.components) { this.components.forEach(function (component) { component.update(); console.log(component); }, this); } this does not work however, and even though Entity.components seems to contain all the appropriate components the array always seems to have a length of 0 so I can't traverse it to execute the update functions
  • Create New...