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Found 3 results

  1. I am trying to create a bomb that only goes off after the player has collides with it but delays for a number of seconds. Currently it goes off immediately I have my collision as below game.physics.arcade.collide(this.player, this.tnts, this.tntCollision, null, this); and the collison handler as below tntCollision: function (player, tnt) { if (player.body.touching.right){ player.body.velocity.x = -200; } else if (player.body.touching.down) { tnt.kill(); var explosionGroup = "explosionSmallGroup"; var explosion = this[explosionGroup].getFirstExists(false); explosion.reset(tnt.x, tnt.y);'explode', 30, false, true); } else if (player.body.touching.left) { player.body.velocity.x = 200; } }
  2. I have explosion spritesheet which is 2048x128 size. As you can see it is POT(power of two) for width and height, but still I get error when loading my game: phaser.min.js:6, Uncaught Error: Texture Error: frame does not fit inside the base Texture dimensions [object Object] Did I miss to set up some setting in Phaser or just the texture is too large in width? I cleared my cache btw and still get the same error. The spritesheet has 16 frames so i could possibly create an atlas 4x4 but still, should i bother?
  3. Hello All, A few years ago i created an explosion generator in flash that was well received by the community of indie developers. Since the days of flash are over i wanted to make a better version using html5. At first i was using just software rendering and canvas, which was kinda.. eh.. slow. I switched to the pixi lib using web-gl and the particle batch renderer improving performance about 1000%. It has a few options to play around with. You might want to check it out at: It has the option to save the images as transparent png's in a zip for use in texturepacker. Cheers, Wouter