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Found 18 results

  1. I wanted to share a Phaser 3 game I’ve been working on. The entire game is made on my iPhone with Textastic and a vector drawing app, so there are no keyboard inputs. The controls are fairly simple. Just slide your finger left or right to move, and you can either swipe the same finger to jump, or swipe with your other hand while running. To climb the rope, you just have to slide up or down; and to swing, slide left or right. To enable the slingshot, click on the character, pull the rock back, and let it go. When you start to fall in the hot air balloon, hold your f
  2. I have a horizontally tiling texture that I want to use to create flexible ropes in PIXI. I followed the same general path as is mentioned here, and it works, however I do have a slight worry. Every different length of rope in this case means another texture in image memory with size proportional to the rope length. I want to have a large number of ropes, all of different lengths. This feels quite expensive to me - is there a more efficient way to do this that doesn't involve baking a new texture for every rope length?
  3. Hi, I started recreating an arcade game called Pang and have a javascript version (1st level) here I'd like to use Phaser to continue the development but am stuck on how to animate the weapon (a metal rope with a spearhead). I'd tried using the Phaser.Rope class but am struggling to understand how to do the following: Add a spearhead to the end of the rope Animate the rope from the player's position to the top of the screen Start the animation when the user presses fire (spacebar) if anyone could give me any pointers, I'd be eternally grateful!
  4. Taz

    Rope vs Plane

    Hi, I'm looking at the documentation for Rope and Plane to try to see the difference and different use cases, but the use-case description and example construction are the same. It looks like the documentation for Plane is incorrect: the Plane constructor takes three arguments (texture, verticesX, verticesY), but the example passes only two arguments (texture, points). Shrug, I guess the Plane's use-case description and example were copied from Rope and never updated? So does anyone know when Plane is useful and maybe have a little example of creating one? Thanks in advance! EDIT: I guess
  5. Hi everybody, I got an issue with PhaserJS rope. I need to animate rope with spritesheet. The objective is to make curved / bent spritesheet animation. I tried almost everything but it won't render correctly. All I got is single frame being rendered, although I can see animation frames, and loop count in console log. I need to curve / bend sprite sheet animation,it is not necessarily need to be done by rope, any solution would be great. Will be grateful for any suggestion, thank you in advance.
  6. Can anyone confirm that once a rope has been created it has a fixed amount of points, which cannot be altered? I know the positions of the points can be modified but does the array of points itself have a fixed length after it has been created? If so, what would be the best way around this? Destroying the rope and creating a new one every time the number of points change? Or is there a way to only draw the rope between certain points in it's points array? I'm looking for a solution where I can initialise a rope, with a non specific amount of points and then when updating their positi
  7. The rope documentation says As the texture moves? The rope? I've tried moving the rope around and adjusting the crop and frame of the texture, but nothing works. I'm using ropes for waves in my game (orangesea.oddkraken.com), and I want to scroll the texture by while keeping the waves moving up and down, so it looks like the player is moving to the right. Is there a better way to go about this? Thanks.
  8. I'm trying to use Phaser Ropes in order to populate the top of a curved world with ground. As the rope is a mesh that distorts an image its perfect for this purpose. However I'm running into two issues. 1. According to the docs, a Phaser Rope is "a Sprite that has a repeating texture.". This doesn't seem to be the case however, with a simple fiddle it already shows that the texture is stretched (and loses its aspect ratio in the process): https://jsfiddle.net/qruppmzu/ Is it possible to actually turn this into a repeating texture instead of causing it to stretch? Currently I need to
  9. Hello, I'm experiencing weird behavior positioning a PIXI.mesh.Rope object using Canvas renderer (PIXI v.3.0.10). I put the rope object in a new container and position the container to a fixed point. Now, whenever I change the Pixel ratio (chrome dev tools) and reload the game, the Rope object inside the container moves around to a different location. The position of both the container and the rope object are still the same (debugged it), but visually the rope object inside the container is not in the same place. Secondly, applying width and height to the rope object will n
  10. Hi, it is possible to drag and offset the texture in Phaser.Rope along points?
  11. I have a rope very similar to the phaser example here http://phaser.io/examples/v2/sprites/rope However, mine has a simple spritesheet consisting of only 2 frames (256x96 each). This is the code that should add the spritesheet to the rope but it doesn't work: rope = game.add.rope(100, 100, "ropeImg", 0, points); I have used the same code in a sprite and the spritesheet functions correctly, so the image isn't the problem Thanks for any help
  12. Hi guys! I have an issue with the angle of the end points of the two strips meeting there not being the same Issue: http://screencast.com/t/zqEZS8L7v Codepen: http://codepen.io/jd...vmR?editors=001 Any idea how to fix this? Thanks in advance!
  13. Hi guys, I found an issue with Phaser.Rope, see please: http://screencast.com/t/zqEZS8L7v Codepen: http://codepen.io/jdnichollsc/pen/PqgvmR?editors=001 What could it be? Thanks
  14. Hello: First of all, I am glad to have discovered Phaser, and to be part of this community Phaser is a phenomenal library, and I think I am going to have a great time working with it. I am currently programming the initial screen of a game. I wanted to make a wobbly title (I am using a rope for it) with falling silhouettes behind it and a moving background. The code I am using is this: fondointro = game.add.tileSprite(0, 0, game.world.width, game.world.height, 'bgintro'); fondointro.fixedToCamera = true; var turistasintroTotal = 50; for (var i = 0; i < turistasintroTotal;
  15. What is the difference between Rope and Tilesprite? In both cases it seems it's just a sprite with repeated texture.
  16. So I have a very small amount of experience coding games, only having completed a few tutorials online. I am trying to create a game that involves a rope dangling from a helicopter. I have the helicopter sprite animating and have a sprite for my rope appearing on canvas. I have looked up a few things but find it hard to understand the more complex code. If anyone can tell my in layman's terms what I should do, it would be a big help to me. Any help would be appreciated.
  17. Hey guys.. New to the game dev world but looking at a few frameworks. My main idea needs the ability to climb things like ladders or to jump/grab a rope. I haven't seen any examples of this but wondering if it's possible or if anyone knows where i can find a tutorial for this. Thanks for any help you can offer! -Freddy
  18. Hi, I read some topics here on how to create a rope system like http://www.html5gamedevs.com/topic/5881-trying-to-create-a-lizard-tongue/ My hero is moving around and jumping. When pressing a button a rope will be thrown in a direction (from my hero). I think I'll use only one sprite for the rope so it'll be non-flexible rope for the beginning. How to detect collision between my tilemap and my rope in order to fix the rope to the tilemap and transform my hero into Tarzan ? How to fix the rope to the tilemap ? How to change rope angle depending on my hero's mass and speed ? I'm using P2
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