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Found 3 results

  1. I'm playing around with an infinite scroller game idea (think Temple Run) on the basis that the player stands still, and the terrain moves towards the camera, giving the illusion of forward motion. I added some simple random box meshes on top of the path that the user needs to navigate around (game over otherwise), and some gaps in the ground that the player can fall thru (game over). Since i need collision detection and basic player gravity I set up using CannonJS. That seems to work OK: the player would fall through the gaps, but for some reason the hit detection for the obstacles would bug
  2. I'm creating an infinite scroller and (among other things) I'm having trouble with deducting player lives. I've looked at various tutorials, but most of them seem to kill the player whenever they hit an obstacle. Ideally, I'd like to deduct a life from the player until they have no more lives. The problem I'm experiencing is that I'm checking overlap with the player and a pool of enemies (btw, works the same way if I check for collision). In the callback, I only want to deduct a life the first time the player comes in contact with the enemy. What's happening now is that a single contact w
  3. Howdy all, I've looked everywhere but I can't seem to find an answer. I'm making an infinite scroller. The platforms are automatically generated and they are made up of a pool of floor sprites nested into a pool of platforms (groups of floor sprites). For example: // Creating platforms in Game.js createPlatform: function(){ var nextPlatformData = this.generateRandomPlatform(); if (nextPlatformData) { this.currentPlatform = this.platformPool.getFirstDead(); if (!this.currentPlatform) { this.currentPlatform = new SupRun.Platform( this.game, this.flo
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