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Found 4 results

  1. in my scene's create method I'm using this line of code to set bounds. this.matter.world.setBounds(0, 0, 1800, 1800, 15); here, the thickness, is set to 15 as I understand it. But I fly through the walls sometimes and need a more solid barrier. any ideas on how to shore up the world bounds? Alternatively if you know of a way of setting tiles along the world bounds, I'd be fine with that kind of solution...
  2. My goal is to make the player stay centered on the canvas at all times, even when he reaches the boundaries of the world. This is how it is now: https://gyazo.com/ea478d70b78201ad51aa6ae09b2649a6 And I've modified the code to be like this: deadland = game.add.tileSprite(world.x1 - 1200, world.y1 - 1200, world.x2*2, world.y2*2, 'deadland'); land = game.add.tileSprite(world.x1, world.y1, world.x2, world.y2, 'earth'); land.fixedToCamera = false; land.boundsPadding = 100; game.world.setBounds(world.x1 -1200, world.y1 -1200, world.x2*2, world.y2*2); game.physics.startSystem(Phaser.Physics.P2JS); deadland.alpha = 0.7; land.alpha = 1; But now the player isn't stopping at the 'earth' size bounds. He goes all the way to the 'deadzone': https://gyazo.com/634d578985d1aef1f6ccb6f51e17f65f How do I do it so the player won't go beyond the 'earth' bounds? Thanks!
  3. So I have a code block where Phaser.Game's height and width accommodate the full window size prior to the boot state, upon getting to the Game state I reset the world bounds to accommodate a larger canvas: buildWorld: function() { worldOw = this.world.width; worldOh = this.world.height; this.physics.startSystem(Phaser.Physics.ARCADE); cursors = this.input.keyboard.createCursorKeys(); this.world.setBounds(0, 0, worldW, worldH); /* if (this.camera.bounds) { //The Camera can never be smaller than the game size //game.camera.bounds.setTo(x, y, width, height); //this.camera.bounds.setTo(0,0, worldW, worldH); } */ //this.physics.setBoundsToWorld(); OGpos_PlaneY = this.world.height-250; OGpos_PlaneX = 300; And with modification to the launcher demo launcherUpdate : function(){ plane.anchor.setTo(1, 1); if (catchFlag) { distance = mainST.physics.arcade.distanceBetween(plane, arrow); theta = mainST.physics.arcade.angleToPointer(arrow); analog.rotation = arrow.rotation + Math.PI/2; arrow.rotation = mainST.physics.arcade.angleBetween(plane,arrow); degTheta = Math.round((arrow.rotation * 180)/Math.PI); if(degTheta >= -90 && degTheta <= 90){ if (distance > 75) { distance = 75; var adjacentX = Math.cos(theta) * distance; var oppositeY = Math.sin(theta) * distance; plane.x = OGpos_PlaneX + adjacentX; plane.y = OGpos_PlaneY + oppositeY; } else { plane.x = mX; plane.y = mY; } } else { var adjacentX = Math.cos(theta); var oppositeY = Math.sin(theta); plane.x = OGpos_PlaneX + adjacentX; plane.y = OGpos_PlaneY + oppositeY; } analog.height = distance; arrow.alpha = 1; console.log(degTheta); } if (launched) { plane.anchor.setTo(0.5, 0.5); } }I encounter: Where the plane's transforms interchange between the product of distance = 75;var adjacentX = Math.cos(theta) * distance;var oppositeY = Math.sin(theta) * distance;plane.x = OGpos_PlaneX + adjacentX;plane.y = OGpos_PlaneY + oppositeY;&& plane.x = OGpos_PlaneX + adjacentX;plane.y = OGpos_PlaneY + oppositeY;However with replacing distance = mainST.physics.arcade.distanceBetween(plane, arrow); with distance = mainST.physics.arcade.distanceToPointer(arrow); we get the analog(rubberband) instantly locked with no possible rubber-banding within range of the distance constrain: Has anyone come by a solution or can provide guidance on this?
  4. Sprite bounds are working fine when when I am setting world bounds in create function. function create() { game.world.setBounds(0, 0, game.width, 4000); } but when I set it again, so my player can not move backwards when reached to a specific point by this way. function reduceWorld() { game.world.setBounds(0, 0, game.width, 1000);} now bounds are reduced and camera can not go outside bounds but sprite is going outside bounds.I am using follow camera for sprite.any help will be great.
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