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Found 12 results

  1. I'm just starting with libraries for JS 2D game development and I want to pair these two and I've spent several hours trying everything I can and all the examples I could find on how to use Pixi.js sprites and shapes but I feel like I can't get it right. If I get anything to work at all, it is always either really clunky code that I think will affect some functionality or performance later. Here's an example on how to use a JS canvas with Matter.js, and I even tried using PIXI.Graphics to replicate this: https://github.com/liabru/matter-js/wiki/Rendering I really want to be able to d
  2. I'm looking to make a simple game using Pixi.js as a renderer and Matter.js for the physics. But I'm having a hard time wrapping my head around how to do that. Does anybody have some code or projects, using both pixi and matter, that I could take a look at? Any documentation/articles/videos are also welcome. Much appreciated.
  3. I am starting out with Phaser/ Phaser 3, so bear with me. I am trying to make a mobile game with viking ship going up a river. the ship will always be moving forward, I wish to have a virtual tiller which the user will touch and drag to angle the ship left and right. I.e Changing the angle which the tiller is displayed on the screen, the more severe the angle the faster the boat will turn. Currently I change direction with the arrow keys on the keyboard. I tried adding it as a button, but got the error message add.button is not a function. Can anyone suggest where to begi
  4. I'm not understanding how to incorporate plugins... especially for matter-attractors. my config file looks like this, I'm bringing in another plugin that worked well, and had good instructions. type: Phaser.AUTO, parent: "my game", canvas: document.getElementById("game"), width: 1500, // window.innerWidth height: 1500, // window.innerHeight pixelArt: true, roundPixels: true, physics: { default: "matter", matter: { gravity: { scale: 0 }, debug: true, }, }, plugins: { scene: [
  5. in my scene's create method I'm using this line of code to set bounds. this.matter.world.setBounds(0, 0, 1800, 1800, 15); here, the thickness, is set to 15 as I understand it. But I fly through the walls sometimes and need a more solid barrier. any ideas on how to shore up the world bounds? Alternatively if you know of a way of setting tiles along the world bounds, I'd be fine with that kind of solution...
  6. Hi, I would like to have two cards that when they collide with each other they would rotate in an analog way of the ones you can see in the attached video. This is the first part of the code: var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#1b1464', parent: 'phaser-example', physics: { default: "matter", matter: { gravity: { y: 0}, debug: true } }; scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.sprite
  7. Hi Everyone, I've decided to open source the Mars Explorer game I've been working on in the hopes that some might learn from it or even contribute to its development. the source code is available here on github. I'd love to hear some constructive feedback from the community and contributions to the project would be more than welcome. This is my first attempt at a game using phaser so go easy on me if I've made any rookie mistakes 😊 Its loosely based on the Phaser 2 tanks demo but instead using Phaser 3 and matter.js physics.
  8. Hi All, The body.gameObject is null during collisionstart event when using TexturePacker and PhysicsEditor json files Cannot read property 'setTint' of null The setTint call works (and gameObject is valid) when I load the two images directly like this.load.image('ship', 'images/ship.png'); Do I need to modify this code in some way so I can use TexturePacker and PhysicsEditor? var config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'phaser-game', physics: { default: 'matter', matter: { debug: true, gravity: { y: 0 } } }, scene: { preload:
  9. I'm using Matter.js as my physics engine and Pixi as my renderer and under normal circumstances I've been able to get them to work smoothly. However, I'm trying to do something where all of the objects *except* the player character are scaled down to look like the character is now above them. The scaling works visually in Pixi, but I can't get the bodies from Matter.js to go with it, so there are these "ghost objects" that I can't see but if collide with them then the scaled down objects will be moved. Does anyone have any tips for how to resolve this? Let me know if I need to p
  10. Hello. I am trying to make a 2d platform desctructible map. I am using matter.js for the physics ( I am working with soft bodies) and phaser for the rest of the game components. I have no idea on how desctructible 2d worlds are made... If you have a ground that is a rect how can you remove part of it due to user interaction? Thanks EDIT: I found this link: http://phaser.io/tutorials/coding-tips-002 Well, my dought now is if it is possible to collide a matter.js physics body with a map created with phaser
  11. http://toium.com/game-pushes/ It is a dead simple game.
  12. I am just wondering if anyone has used Matter.js with Createjs? I just wanted to know because I am much more comfortable with Createjs then Pixi. If it isn't compatible then i'll just use Pixi. Thanks for the advice.
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