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Found 9 results

  1. Need some serious guidance with SceneOptimizer. I promise I have thoroughly read through the wiki page https://github.com/BabylonJS/Babylon.js/wiki/How-to-use-SceneOptimizer-tool I believe I have included the scene optimizer javascript correctly. Not sure if I am implementing the code correctly. Basically, I'm trying to downgrade rendering on slower devices (eg Samsung Galaxy S4). Using this code below, I never see anything coming through on the console.log when testing on my Linux Debian laptop in Chrome 38. Javascript include: <script src="/libs/babylon/babylon.1.14.js">&l
  2. So I've been following along with a tutorial to make my first game in Phaser. I'm trying to understand everything the tutorial is saying, but I can't find an explanation for everything. For example, the background image being used in the game is 400x32. However, the tutorial says the following: // Scale it to fit the width of the game (the original sprite is 400x32 in size) ground.scale.setTo(2, 2); My question is this; if the original size is 400x32, then why does seting the ground scale to 2, 2 work out? The game made in the tutorial works, and the ground does fit the width,
  3. Hi everybody: These days I'm starting with a development involving the visualization of a shower. The software must run in desktop and mobile (this last by means of an hybrid app). In order to show the (falling) water I'm considering two strategies: chroma-keyed video with the water falling (I'm using both a mp4 and a webm containers); particles (I'm afraid of As I am concerned about the performance penalty of using particles (it needs 30,000+ and motion blur in order to resemble a "real" shower), we are tackling first the video way. Running a raw exa
  4. I am creating a platforming game that has multiple different platforms. Some platforms slope up and others slope down. Upward Sloping Platforms * If the character moves right, his y position will increase * If the character moves left, his y position will decrease * The angle property of these platforms is negative Downward Sloping Platforms * If the character moves right, his y position will decrease * If the character moves left, his y position will increase; * The angle property of these platforms is positive The following tries to find the
  5. Hi, I'm writing a platform game in phaser, but the limits of the platforms don't seem to be the same as the limits of the image, so my player can keep walking "in the air" even when there's no platform under him. I`ve attached an image, as you can see there's no cloud under the player, but he`s standing on it anyway, he can walk this far untill fall to the platform below. Here is the "preload()" code part : this.load.image("cloud", "assets/cloud.png"); And here the "create()" code part: this.cloudsData =[ {"x":0 , "y":750}, {"x":200 , "y":600},
  6. Hello, I have created a simple top-down game with a tiled map for a frogger-like game where i can move my character arround. I now want to implement moving platforms for my character to advance, i want to spawn my platforms on a specific group of tiles, (since this is a frogger game, you could guess i want to spawn logs on water tiles) i have done some research and couldn't really find what i was looking for in the examples and the forum. I would like some advice on the way to proceed in my project, as i am kind of lost Is it possible to generate my platforms using the json data to identify
  7. I'm having a problem in my game that i cant make my player jump when he is on an platform. Can anyone help me, here is the code (i dont know what part is wrong so i'll put the full code) Ps: I'm using phaser 2.3.0, and i dont speak english very well, so sorry if i write something wrong. game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#000000'; game.world.setBounds(0, 0, 4000, 400); campo = game.add.tileSprite(0, 0, 4000, 400, 'fundo'); cursors = game.input.keyboard.createCursorKeys(); jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); gam
  8. I'm trying to create a game that involves platforms I can jump through and land on top of. However, when I jump through a platform and land on it, I bounce on top of the platform. The bouncing has to do with the height I dropped from onto the platform. In order to do the jumpthrough platforms, I used the ideas from this thread, and modified them to work with my game. The actual code I'm using in the onPreSolve method is below: world.on('preSolve', function(presolve) { for (var i = 0; i < presolve.contactEquations.length; i++) { var c = presolve.contactEquations[i] v
  9. In my code, I have a ground, and some ledges. On pressing up arrow, I want my player sprite to jump only if he is on the ground or a ledge. I added the code: if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -250; } as I saw in phaser's official first tutorial. This is working for the ground but not for the ledges. When the player is on a ledge, the up arrow doesn't make the sprite jump. In my game, I have not added them to the same group. Is that why this is happening? This is the related code: platforms = this.add
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