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  1. http://babylonjs-playground.com/#RC9CZ Hello, I'm currently developing a small game and need to rotate a mesh to a point. I want to set the rotation of a mesh to face a specific point in the "3D-Room". I hope anyone can get this cylinder in the playground to face to (0|0|0). Thanks a lot, Josh
  2. How to rotate an object toward mouse cursor? so far i tried this code, but the object not rotate correctly update:function{ var mousePos = me.input.globalToLocal(me.input.pointer.clientX,me.input.pointer.clientY); var angle = this.angleToPoint(new me.Vector2d(mousePos.x, mousePos.y)); this.renderable.currentTransform.rotate(angle - this.PrevAngle); this.PrevAngle = angle; } Thanks
  3. Hi together, can someone explain me the behaviour of the following: Step 1: creation of 4 boxes: let box = new BABYLON.MeshBuilder.CreateBox("0", 1, scene); let box1 = new BABYLON.MeshBuilder.CreateBox("1", 1, scene); let box2 = new BABYLON.MeshBuilder.CreateBox("2", 1, scene); let box3 = new BABYLON.MeshBuilder.CreateBox("3", 1, scene); box1.position = new BABYLON.Vector3(7,0,0); box2.position = new BABYLON.Vector3(8,0,0); box3.position = new BABYLON.Vector3(9,0,0); Step 2: now lets group boxes 1, 2 & 3 and apply rotateAround: box3
  4. How is it possible to drag an elf around a point rotate? Can I drag and drop the entire group?
  5. Hi there, I have had a good look in the forums for this before asking, but I cannot seem to get my simple HTML canvas to run properly on my iPhoneX. My URL is here: http://lindsay.thefusion.works/ Initially I was trying to build a kaleidoscope (8 triangles making a square) but setting one triangle and then using the _cacheContext.rotate for the other 7 triangles meant that my iPhoneX was struggling to hit 3 frames per second. My old Galaxy S6 phone will render it flawlessly. The iPhone X will get really hot within a minute so it is definitely working overtime to try and keep up
  6. I have done a demo code that creates a gun (blue box) and bullets (red boxes). How can I set the initial position of the bullets depending of the rotation of the gun? Said with other words, if I rotate the gun (left/right arrows) , the bullets keep coming from the top side of the gun (box) instead of rotating accordingly. Code: http://plnkr.co/edit/3evg6J2cGo0nS7QKxiak?p=preview Preview: http://run.plnkr.co/AodG3n4Ykb3osdh2/
  7. Hi. I'm new to phaser and to this forum. I have a problem that I would like to ask for some help with. I'm trying to import a level from a JSON file exported from a 3rd party level editor that is not meant to be used with Phaser or any other 3rd party engine. It is just me trying to use the JSON coming from the editor to load the level in Phaser and I have some problem with rotation and scale of the sprites. The level editor rotate the sprites around a center point and scale the sprites from the origin point. In Phaser, I set the position of the anchor point to match the position of
  8. Hi there, I want to implement a car which can be dragged and is able to turn around corners while being draged so far I only found a posibility to turn in direction of the pointer (eg mouse) but than the car turns before it is even (pixelperfect)clicked too any sugguesstions or helpfull links? thanks:)
  9. Hello, so I'm trying to make it so that the player can 'rotate' the camera around them. For example when they press E and Q the world rotates and things like walls get repositioned and their angle changes. Here is the code I have written: function rotateWorld(angle) { for (var i = 0; i < walls.getAll().length; i++) { var wall = walls.getAll()[i]; wall.angle += angle; var delta_x = wall.x - player.x; var delta_y = wall.y - player.y; var thetaAngle = Math.atan2(delta_y, delta_x) * 180 / Math.PI; wall.x = player.x + lengthdir_x(distance(w
  10. Hello, How might I rotate the propeller in the following scene: http://qedsoft.com/DEMOS2017/bjs_loader/index8.html I'm obviously not defining the variable for the prop correctly. Below is the full code: Thanks, DB
  11. Hi all, Hopefully, this is just something quick I'm missing... I have initialized my game with the resolution of 500x800 and SCALE_MODE is set to RESIZE; In portrait orientation, the game is the correct size of 500x800, however, when I rotate the device and would expect the game to now be 800x500 it is actually 500x313. I'm thinking I'm just missing something that I need to manually resize or update or something, but I'm having trouble finding what I need by searching around. Anyone know how to accomplish what I'm expecting? Thanks.
  12. Hi, my sprite is pointing to the top. But the angle = 0 means the it points to the right. So if i start moving, e.g. with velocityFromAngle the movement direction is default to the right, while the sprite is facing to the top. If i try to turn the sprit 90 degrees to the right, the angle for the movement also changes (the movement direction is then down). so the movement direction and the pointing direction of my sprite are never the same. one way would be to change the sprite image. but i want to be flexible to move it in all 4 directions (90 degrees steps), depending
  13. I could probably mess with currentTransform from update(), but is there a better way to tween a sprite rotation?
  14. Hi all, Currently I try to rotate the game 90 degree to meet the portrait mode for my [landscape] game, I used other's solution to rotate all display object by this.game.scale.setGameSize(, ; and Phaser.World.prototype.displayObjectUpdateTransform = function() { if(!this.game.scale.correct) { this.x = this.game.camera.y + this.game.width; this.y = -this.game.camera.x; this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(90)); } else { this.x = -this.game.camera.x; this.y = -this.game.camera.y; this.rota
  15. Hello, i have a question about rotating an cube driven by the position of the cursor. Have created an playground: http://www.babylonjs-playground.com/#NPOXN#5 The cube rotates by not follow the cursor. When the cursor is left, 0° rotate, cursor right litle more as 90°. The code that i use: document.getElementById("renderCanvas").addEventListener("mousemove", function (event) { //console.log(scene.pointerX); //box.rotation.y = scene.pointerX / 2; box.rotation.y = (scene.pointerX / canvas.width) * 2;
  16. Hello everyone. I create a sprite and set its pivot to rotate it around the center. Just wonder why not its position updated, as console log wrote its x and y position always at the center, but then it is rotating and moving. create: function { let sprite=game.create.sprite(game.world.centerX, game.world.centerY,"sprite"); sprite.pivot.y=500; }; update: function { sprite.rotation+=0.1; console.log(sprite.x); console.log(sprite.y); } Is it the way I do it improper? Can anyone help me out? Thanks.
  17. Hi, I'm creating a game that player can walk over terrains with lots of slopes. How can I make my player rotate accordingly to the angle of the slope? This is how it's currently working: And this is how is must work (I've changed the angle manually): I'm using Box2D plugin to generate the terrain accordingly to an image. That's the reason of all these bodies. Thanks!!
  18. I am trying to make a gate that opens when you click on it, and rotate it 90 degrees. I have accomplished this much, but how do I make it go back to it's original position once I click on it again? For instance: *clicks on gate, gate opens, 90 degrees.* *clicks on gate again, gate closes, -90 degrees from the 90 degrees that it went on previous click* Any help would be appreciated! html: <!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Simple Canvas Game</title> <style> html { background:
  19. I'm new to phaser and doing a course. I'm a noob so dont make fun of me too much. anyways, i need to rotate this image of a cupcake when clicking it counter clockwise 10 degrees. how would i do this? here is my code right now. import 'phaser' var game = new Phaser.Game(500, 300, Phaser.AUTO, 'game', { preload: preload, create: create }) function preload() { game.load.image('cupcake', '/api/asset/png/!vault/phaserData.cupcake') } // Declare a global variable which we can access in any function in the file var cupcake function create() { cup
  20. I have a cube with a simple texture...how can the textures in the faces have the same rotation? For example, the front face is rendered ok(lines are vertical), but the sides are rotated(lines are horizontal), I want them all with the lines vertical, like the original texture. http://www.babylonjs-playground.com/#LS6QNX Thanks!
  21. Hi, On Firefox the camera stops rotating when your pointer leaves the canvas: http://playground.babylonjs.com/ Which doesn't happen on Edge, IE, Chrome or Opera
  22. I try to rotate a bigger circle which contains a smaller circle. but I want the smaller circle inside the big circle moves independently at the same time when they rotate together to the same direction. How can I do this? For example when I rotate the big one to the right the smaller circle first moves to right a little bit then goes back to its original position in the big circle. When the big circle arrives at the new rotation the smaller circle is also rotated to the new rotation with the same relative position in the big circle. I have set their anchors both to 0.5. This seems easy bu
  23. Hi there, I am new here, and am just digging into Phaser. I was wondering, if anybody succeeded in adding rotation with two finger touch gestures into their games? Any help appreciated :-) Thanks, Jamirokwai
  24. Hello guys, I am using the sprite for a shot from a gun effect. How I can rotate Y axis of a sprite? I need somthing like on screenshot. My sprite: It screen I did in the photoshop to give an opportunity to understand what I need
  25. In this example I set a parent to the ground and then rotate it. I would expect that the absolute position of the ground would change but it doesn't... The weirder thing is that getAbsolutePosition returns always the same vector - the vector it returned first time I called it. For instance in this example the absolute position does change according to the rotation but after I get an absolute position for the first time it doesn't change. Am I missing something?
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