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Found 13 results

  1. My graphics object becomes darker while moving. Has anyone dealt with this or know what settings might fix or other ideas? EDIT / MORE INFO: I tried antialias and native lines but they didn't help. If I slow the movement down enough the distortion doesn't happen anymore.. And when I take screenshots it looks fine too. So far I haven't seen this happen with curved shapes, only for straight lines and for the lines of rectangular shapes (not the filled inside part). When moving horizontally, only the vertical lines are distorted. When moving vertically, only the horizontal lines are distorted. When moving diagonally, all of the lines are distorted.
  2. Hello guys, I have a little problem in my scenario. I am able to set the parent child relation among two meshes and i am able to move them along only if the parent mesh is dragged but not counter-wise. Both objects need to be able to be dragged and moved along together no matter which object is dragged. So i will be very thankful if anybody could help me. Thanks!
  3. Hello, I'm new to Babylon.js and I'm looking for a way to use the ArcRotateCamera AND move its target by arrow keys for example. I would like to rotate the camera around the scene and also to be able to look closely to left bottom corner for instance. Is it possible or am I making stuff up? Thank you :-)
  4. Hi, I'm new on Phaser and my english isn't perfect, so i'll try to be careful. I made a 2D mini game like that : (see screenshot). What I need is to move my character on right click. - I handeled my right click (so it's ok). - I have in an array the path I need the character to use (ex : [[0.0],[0.1],[0.2],[0.3],[0.4],[0.5]]). My character have got a speed (equals to 1) and I need my character to move from the first point to the last of my array by passing by the others ... like a unit in Warcraft 3, League of legend, etc. Do you know how i can do that please ? Thanks for your time. Antoine Duval.
  5. Hello. I'm working on a "jungle jump" phaser game and got stucked with it. The use case is very easy: there are some swinging ropes on the top of the screen (they are moving separately with a constant speed), and there is a "Monkey" which jump from one rope on other. When he fail the jump, falling down and waste a life. I found a way how can I generate and move the ropes. But I can't figure out how can move together the monkey and the rope and how can jump from one moving rope on other. Any code example would be helpful, or if have additional question feel free to ask. I found a picture which very similar to my game. p.s I have to say that I'm just now started with phaser.
  6. Hello I'm beginner in BabylonJS I would link two cube with a "BABYLON.Mesh.CreateLines " but when moving a cube or two I would like the link remains attached to the cubes . Thx and have a good day !
  7. Hi guys! Again me with my lot of requests. I "just" need to move a selected mesh and all the meshes attached to it (but with those meshes remaining attached to the other objects they are bound with, hope to be clear in my explanations) in x,y,z : (http://playground.babylonjs.com/#12ZRI0#5) I think a soluce to do it could be Picking the object I want, so I can have the position (X0,Y0,Z0) of it (and the bounding point of all the other meshes attached to it) Translate this in canvas coordinates (http://www.html5gamedevs.com/topic/9584-converting-3d-vertex-to-2d-point-on-screen/?hl=coordinate#entry77509) move the object in mode canvas in X,Y plane with my mouse (http://www.babylonjs-playground.com/#12ZRI0#5) and in Z (using the 'Z' key + mouse) Calculate and translate all those X,Y "canvas" moving (Xoffset and Yoffset - in mode just mouse) and Z moving (Zoffset - in mode 'Z'+mouse) back in 3D coordinates The initial coordinates become then X0=X0+Xoffset, Y0=Y0+Yoffset, Z0=Z0+Zoffset and all the others coordinates remain unchanged Redraw all the scene Is my reasoning good? First I tried to adapt in (http://playground.babylonjs.com/#12ZRI0#5) to suit my needs, inspiring from the demo (http://playground.babylonjs.com/?18) But already there I encounter some problems and didn't understand very well the need of a ground to operate it: When I click by example on "a bedouin", all the tubes attached to it move but "disconnect" from others objects they are attached (sphere, box) When I click on "Mona Lisa" the tube connected with "a bedouin" doesn't move and but the other tube disconnects too from the other object to which it is attached (sphere) In those cases the text move with the box picture But When I click on the text under a picture box even it is a child of the box it belongs to, it has a strange behaviour when moving and the parent box doesn't move anymore with it. So wondering what's happening? Can somebody give me some light? Thank you in advance!
  8. We have the following hours: var createScene = function () { var scene = new BABYLON.Scene(engine); // setup environment var light0 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 10, 20), scene); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 0, new BABYLON.Vector3(10, 10, 0), scene); camera.setPosition(new BABYLON.Vector3(-10, -10, -30)); camera.attachControl(canvas, true); // Impact impostor var impact = BABYLON.Mesh.CreatePlane("impact", 1, scene); impact.material = new BABYLON.StandardMaterial("impactMat", scene); impact.material.diffuseTexture = new BABYLON.Texture("textures/impact.png", scene); impact.material.diffuseTexture.hasAlpha = true; impact.position = new BABYLON.Vector3(0, 0, -0.1); //Wall var wall = BABYLON.Mesh.CreatePlane("wall", 20.0, scene); wall.material = new BABYLON.StandardMaterial("wallMat", scene); wall.material.emissiveColor = new BABYLON.Color3(0.5, 1, 0.5); //When pointer down event is raised scene.onPointerDown = function (evt, pickResult) { // if the click hits the ground object, we change the impact position if (pickResult.hit) { BABYLON.Animation.CreateAndStartAnimation("anim", impact, "position", 30, 120, impact.position, impact.position.add(new BABYLON.Vector3(pickResult.pickedPoint.x, pickResult.pickedPoint.y, 0))); } }; return scene; } Did not get to stop the animation at its conclusion. Animation is cyclical. I need to make it a single. Help me with this.
  9. Hi, the problem is that body is not move straight if drag property set. Check asteroids example http://examples.phaser.io/_site/view_full.html?d=arcade%20physics&f=asteroids+movement.js&t=asteroids%20movement There are some roaming at the end of ship moving. How it can be fixed?
  10. Hey guys, I was wondering if any box2D (javascript) users here could help me with this issue I am having. I have some boxes that will float to the top of a block of water. This function works fine //if inside the water this.waterObj.GetBody().SetLinearVelocity(new b2Vec2(0,-2)); I want my water take the boxes like a wave, however when the water block collides with the boxes, the collision handler is NOT called… However if I drop my boxes into the water it works fine (even if the water block is moving) I think this is to do with the collision handler not being called on my blocks if they are stand still, I have set the bodyDef.allowSleep = false; at creation and even reiterated throughout the boxes to check that sleeping is off; but this hasn’t changed anything, I even set the whole world sleep to false. Can anyone help me get the water collision handler to trigger if it hits my stand still (not sleeping) blocks? Cheers!
  11. Zaidar

    Line moving

    Hi, I'd like to know how can I draw a line moving from a point on the canvas to my moving my moving pointer. I've already tried with graphics, but it doesn't seems to clear the canvas, which make not a line but a big shape with all the line. What is the solution for it ? If I use a sprite, it will look scaled and not really nice, and with the Line renderer, I've seen Rich saying it shouldn't be used in production. Thx in advance !
  12. I would like it so that when a certain event happens, the player completely stops moving (for a few seconds or so), the user does not have the ability to move at all, and I am then able to proceed to call a function (which calls a function to end the game). How would I implement this? Here is a snippet of code located in my Update function: (Please note: I am using the Phaser basic template, so when calling functions and methods, we must use 'this'. if (this.game.physics.collide(player, certainItem)) { var hit = this.game.add.audio('hit'); hit.play(); certainItem.kill(); player.body.velocity.x = 0; // Tried to stop, but I am still able to move him player.animations.play('hit'); // Changes to the frame I wanted but then quick //-ly changes back // this.gameOver(); }Thank you in advance.
  13. Hi! I have a sprite scaled.this.player.scale.setTo(0.7, 0.7); When the sprite is moving does rare things. It doesn't move correctly. But if the sprite is scaled 0.5 0.5 is moved perfectly. What I doing bad?
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