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Showing results for tags 'orientation'.
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Hello guys, im trying to join two meshes (spheres) with a cylinder.( maybe basic but i'm having hard times as a beginner). The problem is that the default cylinder constructor leaves you with just the ability to only set the size , diameter of both top and bottom, and tessellation · Mesh.CreateCylinder(name, height, diameterTop, diameterBottom, tessellation, scene, updatable) when i need to do something like · New Cylinder(vectorStart, vectorEnd, scene) i've tried something like: Cylinder = function(vstart,vend, scene){ var HALF_PI = Math.PI/2 ; var distance = BAB
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- cylinder
- transform matrix
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I am attempting to apply a texture of a diffuse image of the Earth to a sphere and have the scene render with the Earth's north pole aligned with the body/local +Z axis. However, I can't seem to implement this. Below is a playground scenario I put together for the scene. I've attempted to achieve this with the following lines (26 - 33 of the playground scene). earthSurface.diffuseTexture.uAng = 0; earthSurface.diffuseTexture.vAng = 0; earthSurface.diffuseTexture.wAng = 0; earthSurface.diffuseTexture.uScale = 1.0; earthSurface.diffuseTexture.vScale = 1.0; earth
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- texture orientation
- texture
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Hi everyone!, I've just started to use Phaser's framework, so I don't have enought knowledge about it. I did a game (test it here), it works well on pc's browser. The problem were when I tried to do it mobile friendly. I tried to do that (on boot's state): if (!game.device.desktop) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.refresh(); } When I test it in my phone (portrait mode) it works good . The problem is when I rotate the screen (lan
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Hey guys, I reference below thread to scale my game to fit window. it works on desktop. But i run on mobile and open in wrong orientation, the game will be stretched. I have set scale mode showall, the game screen should keep aspect ,right? I don't have idea why the game will be stretch even i set in noscale. I know the post http://www.emanueleferonato.com/2015/04/23/how-to-lock-orientation-in-your-html5-responsive-game-using-phaser/ you can hint user to rotate the mobile phone. If i don't want to hint user to rotate mobile and just want to scal
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Hi, I am creating my first game for the web (I created for android with CocoonJS) and I find the problem of the orientation of the device, my game is in landscape mode, and I watched that "there can be locked to a single perspective "you should listen and react to the event, but really do not know how to implement it, and try cSS, someone has a method that works (please, no phaser) only JS.
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Hi! In my scene I have multiple instanced robots with single skeleton. When two of them get near enough each they should start shooting lasers. Skeleton has a bone named "Arm.Gun L", its position and orientation already define the origin from where the laser is shot and its direction vector, the problem is that I can't find a way how to access the data. It need to be accessed and copied only once. Find the bone: this._bone = skeletons[0].bones.filter((b: BABYLON.Bone) => { return b.name === "Arm.Gun L";})[0];And when firing: var l = this._laser.createInstance("l");l.position = ? // th
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Hi everyone!! I´ve developed a game based on "Spring Ninja" and I made it responsive: https://spritted.com/es/play/jump-bot As you can see the game auto-adapts to all screens taking all the available space on the window. It does the same in all platforms. I use the innerWidth and innerHeight to load a different size depending on the screen ratio: var innerWidth = window.innerWidth;var innerHeight = window.innerHeight;var gameRatio = innerWidth/innerHeight;if(innerWidth > innerHeight){ game = new Phaser.Game(Math.ceil(320*gameRatio), 320, Phaser.AUTO); } But I have a problem
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- change
- orientation
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Hi, I am developing an app, where I would like to see the orientation of the screen kept to Portrait. After many searches on google, I gave up and just went ahead with building a simple prototype of my app idea. I have now come to a stage where I should deal with the orientation aspect of the app. After studying the book: Phaser Scale manager for Phaser 2.2.2, I have tried to use the following code in my app: if (game.device.desktop === false) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically
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- Screen
- orientation
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Hey! After upgrading from a previous version (2.0.something) to 2.2.2 I noticed that my orientation handling code (lifted directly from the Full Screen Mobile template) no longer works. This is my Boot.js: BasicGame = { /* Your game can check BasicGame.orientated in internal loops to know if it should pause or not */ orientated: false};BasicGame.Boot = function (game) {};BasicGame.Boot.prototype = { create: function () { this.input.maxPointers = 1; this.stage.disableVisibilityChange = true; this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; // this.scal
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- orientation
- scale
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I am using some art of a player character for a top down game I am making - the art is here: http://opengameart.org/content/top-down-mage-animations The sprite is orientated so that the mage's face / front is facing upward (north). I'm having some issue with rotation, with both mouse movement and keyboard movement. For example, I have this "hack" that adds additional radians to a calculated angle in order to get the mage's "front" to face the pointer instead of the right shoulder: this.rotation = this.game.physics.arcade.angleToPointer(this, pointer) + 1.57079633; Is there an easier way to
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the innerWidth and innerHeight of an iphone 4 is 320 x 480. if the iphone was turned sideways, will the innerWidth and innerHeight reverse?
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- orientation
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What I expect from forceOrientation(false, true, 'orientation') is nice orientation image in landscape. What I got is slightly different. Vertically distorted in chrome and scaled down image everywhere else. Is there any way to get around this?
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- orientation
- rotate
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Do you guys have any plans on text formatting functionality? Being able to have different text styles in one Pixi text object. For example: This is a bold string and an italic string as well as the strikethrough within a single Pixi text object. Also, do you guys plan on adding different orientation support (like vertically oriented text for oriental characters)? Thanks for the great work you guys are doing.
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Questions about resolutions and orientations for sponsorship
Reborned posted a topic in General Talk
Hi! From what I could observe, html5 mobiles games are usually made in a 320x480 resolution and in portrait. This is a general rule for sponsorship? if I run a bit to this rule, I will have less chances? Otherwise, what are the limits? and games in portrait instead of landscape are preferable? Thanks for listening.- 2 replies
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- resolution
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In a scenario where you have a mobile game designed for landscape but the user is holding the phone in portrait (or vice versa), i'd be interested in opinions on whether it's preferable to... A) pause/hide the game and display a message requesting user rotate device to correct orientation resize + reposition game regardless of orientation (allowing game to appear pretty tiny in the wrong orientation) C) something else (rotate all game assets 90 degrees to fake an orientation lock?)