Jump to content

Search the Community

Showing results for tags 'movement'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

  1. I made a small game for moving an image to a location where the use clicks. The game is set in space where the user is controlling a rocket The catch to this game is the place the user clicks, the rocket as well as the asteroid moves. So, the user has to avoid the asteroid and keep moving. There are two scenes in this game. Scene 1- Here is the main game In preload, we load 2 images this.load.image('Ship', 'ship.png'); this.load.image('asteroid', 'asteroid.png'); In create, we add these images to the scene source1 = this.physics.add.image(100, 300, 'Ship');
  2. Hey all, I'm currently in the process of re-writing my authoritative server from one that was completely event driven to one that relies heavily on a game loop and I had some questions I'm sure some people can answer. To give some insight for my question, the way the old event-based system worked was basically the client would do something, then send tell the server what it was trying to do. The server would then check if this was legal if it was, do nothing but tell other players what that client did, if not legal, would set the client back to its previous state. For example,
  3. I have an enemy with a health bar. I want the health bar to move with the enemy. To do this I have made a container like this: var container = scene.add.container(x, y, [enemy, healthBar]); This work just as expected, the problem is when I try to move the container with moveToObject like this: scene.physics.moveToObject(container, player, speed); This does not work at all. How do I solve this?
  4. I've followed many guides on the internet and I have found success in none of them so far. My situation is having a game where updates from the server are inconsistent, so-far I have found no lerp that can handle this without jumping and jittering a bunch.
  5. Good day, Sir. First, I want to say Thanks to everyone, who spent time to read this, I will be glad and happy to hear any advices or notes about this issue. Here is a PG: https://www.babylonjs-playground.com/#AI1MQC#2 Please, hide the SetEnviroment(), getPointsArray() and cameraMoveAnimation() functions bodies to make code more readable, I specially out them from main code. As you can see, there is 2 important lines: 82 and 83. Each points from "points" array is a real data from real project, that is not random numbers. So, the camera should move from: point1 to point2, then p
  6. Hey guys! I'm new to Phaser development, to JavaScript as a whole, and to any graphical game development whatsoever. Physics and such elude me still. I've set up a simple tilemap and lil character that you can move around. The collisions and boundaries work fantastically. Buuuut, I need grid-based movement! Think Pokemon, and other JRPGs that move you along a grid and never diagonally. I can more or less snap to the grid right now. The grid is 32x32 (sprite is as well) and I currently work movement like this... function update(time, delta) { const speed = 175; const preVelocit
  7. Whether Camera is the parent of a Mesh (in example below), or the other way around (in my personal project), when moving "fast" at speed = 1000, eventually there is some (discrepancy) jitter visible on the mesh - although it's probably the camera that isn't set correctly (some matrix?) http://www.babylonjs-playground.com/#P1YTR#1 Just click, rotate some, then hold Up and Left arrows and wait til the jitters come, at a few seconds in. Just an example of keys used. Even after stopping, if you try to move a bit or look-around, the jitter is already there. A painful bug for my space
  8. I've published the first version of my grid-based physics plugin for Phaser 3 (a port and improvement from the Phaser 2 version). It makes it easy to create a game where the movement is restricted to tiles or a grid and comes with helpful built-in features such as a system for pushing objects or walking on one-direction tiles. I'm making the plugin to use it in a RPG I'm developing but it's suitable for everything from Sokoban-like games to Rouge-like. However, the development of the plugin will be focused to add features I need and fixing bugs that affect my game. Let me know if you use
  9. I'm facing a frustrating conflict between client prediction and smooth movement that hopefully someone can help me out with. Every 15ms, the client gets a target from the mouse position and sends it off to the server and immediately simulates the effects. I'll call this the input tick. When an update is received from the server, the client compares its current state with the server's state + any unacknowledged input. They should usually match pretty closely and in my implementation they do. Because the details of that interaction are out of the scope Pixi, that's all I'll say about that.
  10. Hi, While it should be an easy question, I can't get a fixed movement speed. By "fixed" I mean frame rate independent. According to the manuals it could be done inside update function like this: function update(time, delta) { ... container.body.setVelocityX(speed * delta); ... } .. where "container" is a normal Phaser 3 container and "speed" is predefined. The problem is that I still get noticeably different speeds (for example, small vs big canvas). I check it by measuring a time to get from point A to point B. How can this be improved/fixed? Do I need to tur
  11. Hi Guys, so Phaser 2 had a method, game.physics.arcade.moveToPointer() which moved a sprite with a given velocity towards the cursor. It seems like this has been replaced in Phaser 3 by a "moveTo()" method in ArcadePhysics, so I'm trying to reimplement it myself. I create a spriteGroup: this.projectiles = this.physics.add.group({collideWorldBounds: true}) and then later create & attempt to fire a projectile from within a "fireProjectile" method: this.firePlayerProjectile = function(projectileType){ let projectile = this.projectiles.getFirstDead(true, thi
  12. I think I may be using rotation incorrectly, but I'm not sure what I'm doing wrong. I'd ask a more specific question, but I truly have no idea how to narrow things down. So either I have a small stupid bug somewhere (could be...) or just a fundamental misunderstanding of something 3D, in which case I hope someone in this forum can point it out. I've got a multiplayer first person shooter where the game client sends its keystrokes and camera rotation to the server. This is used to rotate the player's mesh (which is just a cube with a red face for forward) and then move the player around. T
  13. I have been working on the starter project for Phaser 3 and I have an issue with the character moving to the right slowly. It doesn't seem to be related to the velocity applied during the update phase. I removed all of the controls and physics stuff and the character just accelerates faster towards the right side of the screen. It doesn't seem to be related to the ground either. Even when the character is in the air, it still moves to the right. I'm running from a flask server and I'm getting phaser through bower. Thanks for any help!
  14. Hi, I try to use a Camera with a built-in movement (WASD keys). Default collision system allows to climb on small enough objects. However, if I look directly down and move forward to climb on the same mesh - it's impossible. PG - https://playground.babylonjs.com/#XKMVWE I think this is because camera.keysUp = [87] actually is not for "go forward", but for "go where your camera looks". That means that while looking down - key W tries to go through the ground. So power pushing me down is much more than needed to go up. This disallows me to move over almost any size of objec
  15. Hi, I've been trying to figure out how to move a sprite in the direction it is facing. I was originally going to use the p2js "thrust" function, but it caused a small jitter with the camera. I then tried to use the Arcade "velocityFromAngle", but it was not accurate enough. Here is the code I have playerBoat.prototype.update = function () { if(wasd.up.isDown ) this.speed += 2; else this.speed -=2; if(this.speed > 0){ //MATH } if(wasd.left.isDown && this.speed > 0){ this.angle -= 1; } else if(wasd.right.isDown &a
  16. I've been prototyping a local co-op game that involves multiple players moving around on the same screen. Where my trouble has come, is with inputs and handling multiple key presses and movement. I've tried using the action manager to apply forces, impulses, or setting linear velocity on key down, but all of them seem to feel very buggy, especially when trying to press multiple keys. A sample of my code looks like the following: scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, function (evt) { console.log(ev
  17. The title might be a bit misleading but that was the best I could come up with. So now to the main part. I am having a hard time making the controls for a game which was inspired by Ball Wars By Brackeys and a classic of game of Capture the Flag. Basically you either shoot and kill your opponent or be the first one to capture their crystal by standing on top of it. The controls are what I could decipher from the video. But I am having a lot of difficulty aiming because of the way I implemented the game by seeing the video. Also I want both the players to play from the same keybo
  18. Hi guys, I finished the movement algorithm and now I have questions about camera, how can I make camera to follow character when character moving with animation? now my camera is not following, it just looking at object: is it a correct way to create another animation for camera?
  19. What I want to achieve: as long as the mouse button is pressed, character follows it when a player releases mouse button character moves to the position, where the cursor was during release when a player clicks the mouse button character moves to that position of cursor using pathfinding on longer distance The first two points work suprisingly well with the use of arcade physics. I keep setting velocity each time mouse position is changed and store the last mouse position, so it can be used when the mouse button is released. I can drag character around the map this way,
  20. Hi all. For some reason my Link character from Legend of Zelda won't quit animating & switch back to Idle animation after letting go of the movement keys either left or right arrows. Also, the animation timing is off from the movement speed. What am I doing wrong here? How to fix? Legend of Zelda demo :: https://babylontesting.epizy.com/Phaser.js/legend-of-zelda-a-link-to-the-past-clone-in-phaser/ Legend of Zelda demo code :: view-source:https://babylontesting.epizy.com/Phaser.js/legend-of-zelda-a-link-to-the-past-clone-in-phaser/js/index.js be sure to
  21. What is the BEST or PREFERRED way to move your character with physics so it should respect the surface walking on ... If I use mesh.imposter.setLinearVelocity(moveVector) it is NOWHERE as precise when moving diagonally using something like: mesh.position.addInPlace(moveVector)... I was having a problem with the direction and moving EXACTLY forward from what the character is currently facing... And when that angle was more like 0, 45, 90 etc... it worked good with setLinearVelocity... But if was point at something like a 30 degree angle it would NOT MOVE EXACTLY forward... but I I use
  22. I'm still new to Phaser and coding in general so I apologize if this doesn't make sense. I have player gravity and bounce set to 0 and movement velocity cranked up so movement seems instant. I'm looking to make it so that once the player hits a certain point on the x axis it stops, then the movement key must be pressed again to continue in either direction until it hits another one of those points, and so on. One idea I had was to populate the screen with vertical immovable bars with collision spread out evenly, but I don't know how to make it so that once the player hits them and stops
  23. Hey Guys, I'm currently moving my camera around a series of sprites but the movement is painful to look at and jerky when moving the sprites and especially with higher speeds, is there anything you can do to fix/help the lag/poor performance as it isn't really usable as a build in this current state. I also as @Wingnut said have the issue that the transparent background is still clickable. Here is my current playground: https://www.babylonjs-playground.com/#41N19L#3 @Deltakosh @Wingnut @JohnK Any incites Guys?
  24. I am making a rpg that will have skills with complex movement like if I use my A skill my player will jump and then dash diagonally back to the ground. My problem is not knowing how to achieve this. I tried with making it move to the sky first and then coming back down but they combine and make him only move diagonally. My guess is using timers for it but I don't know where to start. Any help would be appreciates, even if it's not code, just a step by step on how can I accomplish this, I can figure something out later.
  25. When make a game and NOT using the default First person view type camera movement... When you actually have to move a 3rd person view of a player or actor around... Using mesh.moveWithCollisions or using physics imposter set linear velocity ??? How are you to handle things like Jumping using each one these types of movement ??? If using physics for all movement, what is the overhead of adding to physics state to every object in the would that your= should NOT pass thru ??? And does anybody know what up with the way mesh.moveWithCollisions auto raise and keep raised the
×
×
  • Create New...