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  1. I think I'm missing something very basic about how Phaser Tweens operate but I just can't get this simple thing to work. Imagine a very simple scene: canvas of 800x640 red circle in the center two blue lines in a 9:00 position private create(): void { const circ = this.add.circle( 400, 320, 200, 0xff0000 ); const l1 = this.add.line( 0, 0, 400, 320, 400, 100, 0x0000ff ).setOrigin(0); const l2 = this.add.line( 0, 0, 400, 320, 200, 320, 0x0000ff ).setOrigin(0); } So far so go
  2. Hello! I try to use a tween and I need to set it's end value dynamically, and new value can't be precalculated - it is just a new integer. I try this code in labs.phaser.io: var config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: { preload: preload, create: create, update: update } }; var tween; var game = new Phaser.Game(config); function preload () { this.load.image('block', 'assets/sprites/block.png'); } function create () { var image = this.add.image
  3. Snippet for phaser2: const graphics = game.add.graphics(x, y); graphics.height = 0; graphics.width = 0; alpha = 0.5; const bounce = game.add.tween(graphics); bounce.to({ height: 300, width: 300, alpha: 0 }, 300); bounce.start(); Actually, is it possible for phaser3? This snippet not resize circle: const circle = new Phaser.Geom.Circle(400, 300, 50); const graphics = this.add.graphics(); graphics.fillStyle(0x00ff00); graphics.fillCircleShape(circle); this.tweens.add({ targets: graphics, alpha: {getStart: () => 0, getEnd: (
  4. In Phaser 2 we could tween scale like in the topic linked below. How is this done in Phaser 3? It looks like the sprite Scale property has changed to scaleX and scaleY, which I thought maybe I could tween like this, but this didn't seem to work: this.scene.tweens.add({ targets : [ this.scaleX, this.scaleY ], x: 10, y: 10, ease : 'Linear', duration : duration, yoyo : false, repeat : 0, callbackScope : this });
  5. Hi, I'm very new to game programming and Phaser and been sitting on this problem for days now. Any help or hint (or improvement to what I got so far) is greatly appreciated! What I wanna do: I basically want to create a "2D point and click physic". So far it works as excepted and perfectly fine if I set the tween duration to a fixed value, but that makes my sprite go faster the further you click away from it's current position: function create() { this.input.on('pointerdown', moveSprite, this); } function moveSprite (pointer) { var tween = this.tweens.add({ targets: player,
  6. Hi, Is it relevant to apply a pooling system to Phaser's Tweens in optic to reduce the garbage collector invocation ? Because this subject as already been asked but dont find a clear answer : Thanks
  7. So i'm trying to switch scenes when a tween is complete, however i get the titular error 'Cannot read property 'start' of undefined' , and i don't know why this is... Here's the code: class StartScreen extends Phaser.Scene{ constructor(){ super({key: "StartScreen"}); } preload() { this.load.image('Logo', 'assets/Logo.png'); this.load.spritesheet('background', 'assets/backs.png' , { frameWidth: 480, frameHeight: 320 }); } create() { this.anims.create({ key: 'stars', frames: this.anims.generateFrameNames('background', { start: 0, end: 127
  8. CodePen I feel confusing when i use Tween.from. Using Tween.from without repeat param the animation shows correctly.It move from (100,0) to (0,0).But when i use Tween.from with repeat param. The repeat is from (0,0) to (100,0).Why?I think it would repeat always from (100,0) to (0,0)
  9. Hello, is there any way to complete current tween in the timeline and then remove following tweens? I'm inserting tweens like this: tweens.push({ targets: this.sprite, x: { value: 50, duration: 1000 }, y: { value: 50, duration: 1000 } }); this.tweens.timeline({ tweens }); Then after some event I need to finish current tween and clear all following (if any). This seems to stop tweens: this.tweens.killAll(); but I can't find anything to finish current tween at first. Thanks
  10. for (let i = 1; i < xPoints.length-1; i++){ a= i*2 this.game.add.tween(graphicsend.currentPath.shape._points).to({a: (225-newypoint[i]) }, 500, Phaser.Easing.Linear.None, true); } for (let i = 1; i < yPoints.length-1; i++){ b= i*2 +1 this.game.add.tween(graphicsend.currentPath.shape._points).to({b: (315-newxpoint[i]) }, 500, Phaser.Easing.Linear.None, true); } Hi, I am trying to tween the points of a graphic but I am having trouble looping it. The a and b variable I set is useless but if I set it to for (let i = 1; i < xPoints.length-1; i++){ a= i*2 thi
  11. Hello, Imagine the scenario when we animate object (scale) during 3 sec. Animation is awesome but if user interacted with game, we need to complete animation right away and start new. Is there any way to force tween to complete? Currently I am doing following this.progress_tween.stop(); for (var key in this.progress_tween.properties) this.progress_tween.target[key] = this.progress_tween.properties[key]; this.progress_tween.onComplete.dispatch(); Thanks in advance
  12. Hi All I'm writing a basic platformer which has prizes that I'd like to be undulating in scale. The prizes are generated dynamically as the game progresses. I am using the following tween for this, newly assigning the tween to each new prize as it is created: this.tweens.add({ targets: [scObjCreated], scaleX: '-=.2', scaleY: '-=.2', duration: 700, ease: 'Sine.easeInOut', repeat: -1, yoyo: true }); However, this seems inefficient as I know that you can have one tween with multiple targets, so having loads of tweens that all do the same thing seems like poor pr
  13. Hey there! I'm pretty new to Phaser, but I've been making an idle clicker in it to learn the ropes. I've run into some issues with tweens that I'm not to sure how to fix. I have a sprite, and when you click it, it increments a counter and plays a 'bouncy' tween, to display you clicked on it. This is cookie clicker style, so the user will inevitably rapid fire click it at some point. The issue seems to be that after several rapid fire clicks, the tween just sort of gives up and stops working. My first assumption is that because we're creating a tween each time we get some kind of
  14. Good morning! I've a question about trails. I've an image of a point who's moving from left to right (not always with the shortest track) and I would like to let him have a trail. Is there in Phaser a better (and surely smart) way to do that instead of create multiple tweens for multiple identical image object with identical track who have different alpha? Thanks!
  15. Hello, I'm making a racing game (at least I'm trying to!) I'm using a setTimeout function to delay the start of the scrolling of the background by 3 seconds which works perfectly! But, what I really need now is to display an image of "3" *pause & fade out*, switch to image of "2" *pause & fade out*, switch to "1" *pause & fade out* then show "Go!" * fade out* I saw something where I set the alpha to 0 and then tween the alpha to 1 like so: game.add.tween(this.countDown).to({alpha: 1}, 1000, Phaser.Easing.Linear.None, true, 0, 1000, false); But this isn't ex
  16. Hey all! I'm trying to make UI elements that are essentially sprites that act like progress bars in that they fill up or empty out as different things happen. I would like the empty and fill to be smooth and have a bit of animation to it and tweens would be perfect, but the shapes are varied instead of just a rectangle that I can change the height of. Something like the attached image is what I'm talking about but that isn't the sprite that I'm using: I did find this solution here using bitmapdata but it only seems to look right when you're increasing or decreasing it by 1 and
  17. As title. I'm finding a tween library which can use shared ticker with PIXI. But haven't find a proper one yet... I checked TweenLite, TweenJS, but it seems cannot use PIXI ticker. Anyone have good recommendation ?
  18. dawg

    Enqueue tweens?

    I have sprite that is animated on a board, let's say a 4x4 grid. If the user presses a button, it will move either one one square up/down or left/right. If the user presses the button multiple times, I want for it to step through the movements but as it is right now the sprite will just move diagonally to the final state. Is there a way to enqueue tweens so that each step runs asynchronously? Here's what the transition from one state to another looks like now, where state is the current state number and the location arrays hold the points at every state: game.add.tween(sprit
  19. I have 2 sprite groups each representing a hand of cards. Each group has its own scale, rotation and position; same for each sprite (card) in each group. I'm trying to create a smooth animation of the card moving from one hand to the other. I can calculate the local parameters (scale, rotation and position) of where the card should be in the new group, but I can't seem to find an easy way to create a tween between 2 sets of local parameters. The only route I could think of at the moment is something along the lines of: store 'sprite.world', 'sprite.worldScale' and 'sprite.worldR
  20. Hey guys. I am moving a group of sprites down using a tween. They move w/o any problem. But their y coordinates don't change after the tween is complete. let moveToY = "+" + String(300); game.add.tween(blocks).to({y: moveToY}, 500, 'Linear', true); After the tween their y coordinates stay the same. I am checking after the tween is complete of course. What am I doing wrong?
  21. I could probably mess with currentTransform from update(), but is there a better way to tween a sprite rotation?
  22. Hi, I'm a new user and I do not know the rules of this forum. However, let you understand, I first define the context. I'm developing a peer-to-peer game, using the "simple-peer" API, all based on the opponent's position (x, y). My only issue concerns updating the remote sprite video so that I can update it using only using the moveToXY () function and if the tween do not work. Positions are captured with the peer's "data" listener, saving them to an array position: peer.on ('data', function (data) { positions = data.split("-"); consol
  23. I modified the tween loop examples in v3. I'd like to change the texture when every tween loop finished. But the texture flickers after setTexture(). Am I doing anything wrong? var config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.image('block', 'assets/sprites/block.png'); this.load.image('arrow', 'assets/sprites
  24. Hey guys, I've run into yet another case of "don't know how to do this best" and I'm looking for help Here's my Scenario: I've got a sprite with a certain tween. The tween is supposed to be skippable, which means it stops and all properties of the sprite will be set to the target values of the tween and the onComplete function will be fired. After that, it can be played again and so on. Here's the Tweens setup: this.portrait.inFocus = false; this.portrait.focusTween = this.add.tween(this.portrait).to({alpha: 1}, 1, Phaser.Easing.Linear.None, false, 0).to({alpha: 0}, 1000, Phaser
  25. Hello. I've been experimenting and enjoying Babylon.JS; thanks for all the hard work on the library. I've been trying to blend loaded model bone animations and run into issues. The simplest case would be idle->walk->run loops. This has been mentioned a while back (pre v2) here, here, and here. While you can call custom animations on each bone (ie, arms get one frame set, legs get another), this doesn't help with easing between animations that use the same bone. Another suggestion was storing the combined animations in the model, but that doesn't allow for smooth transitions (or per
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