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Found 7 results

  1. How do you make isometric with phaser? I try to use isometric plugin, but it doesn't work good with big maps exported from Tiled editor. Can you give any examples or source code?
  2. Hi folks. Been messing around with Phaser again, and I've got a question. How do I grab both the directory AND file name FROM an ALREADY LOADED XHR file, OR the file name AND directory from a 404'd XHR? I want to use an asynchronous function to grab what's in the console XHR file tab and store it in either in an array or a string for later use. Thanks a ton! ~Mythros <3
  3. EDIT : PLEASE REMOVE THIS. HAD A PROBLEM WITH BROWSER AND IT SUBMITTED TWICE.. THANKS! <3 ~Mythros
  4. Let's say I have a material with the following properties: var ref = new BABYLON.CubeTexture("skybox", scene); var mat = new BABYLON.PBRMaterial("PBR", scene); mat.albedoTexture = new BABYLON.Texture("a.png", scene); mat.reflectionTexture = ref; mat.microSurface = .4; //mat.diffuseTexture = new BABYLON.Texture("s.png", scene); //mat.reflectivityColor = new BABYLON.Color3.FromHexString("#eeeeee"); //mat.albedoTexture.hasAlpha = true; //materialGloss.albedoColor = new BABYLON.Color3.FromHexString("#f00001"); Is it possible to have a texture on top of the reflecting surface? Preferab
  5. Hi there. So currently I have a single player open world game which I am in the process of developing multiplayer for. The current system of map gen is local, and done through a bunch of arrays lol. I chose this route LONG ago, and I know it wasn't the best option, but it was easier for me to throw this together than to learn how to used tiled and object layers etc. Using arrays seemed easier to me because I understood how I can respawn/kill dead objects from the array instead of having to learn tiled's object layer stuff. Anyway, my current system is as follows: At the top of my game bas
  6. Hey guys, I'm having an odd issue. I'm trying to automatically generate a map. Here, I'm going to show the code, and then explain what happens when I run it: // This is another class and defines a room in the game Room: function(x, y, w, h) { this.x1 = x; this.y1 = y; this.x2 = x + w; this.y2 = y + h; }, // Used to create rooms (a rectangle of non-blocked tiles) on the map // SOMETHING HERE IS CRASHING createRoom: function(room) { for (var x = room.x1; x < room.x2; x=+32) { for (var y = room.y1; y < room.y2; y=+3
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