# Search the Community

Showing results for tags 'up'.

• ### Search By Tags

Type tags separated by commas.

### Forums

• HTML5 Game Coding
• News
• Game Showcase
• Web Gaming Standards
• Coding and Game Design
• Frameworks
• Pixi.js
• Phaser 3
• Phaser 2
• Babylon.js
• Panda 2
• melonJS
• Haxe JS
• Kiwi.js
• General
• General Talk
• GameMonetize
• Collaborations (un-paid)
• Jobs (Hiring and Freelance)
• Services Offered
• Marketplace (Sell Apps, Websites, Games)

• 0 Replies

• 0 Views

Found 5 results

1. ## solved Unity transform.forward, up and right

In unity they have transform.forward, right and up. The docs for unity say the forward is : 'The blue axis of the transform in world space.' using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void Update() { rb.AddForce(transform.forward * thrust); } } How would I do this in Babylon.... Yo @Deltakosh or ANYBODY How do we get the forward vector in Babylon... Would this work: /** The blue axis of the transform in world space. */ public static GetForwardVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Forward(), matrix); } /** The red axis of the transform in world space. */ public static GetRightVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Right(), matrix); } /** The green axis of the transform in world space. */ public static GetUpVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), matrix); } Also I saw some c++ code for getting forward vector using the quaternion, could I use this in babylon or SHOULD I even try use in Babylon ... Is there something already in Babylon for this: Vector3 Quaternion::GetForwardVector() const { return Vector3( 2 * (x * z + w * y), 2 * (y * x - w * x), 1 - 2 * (x * x + y * y)); } Vector3 Quaternion::GetUpVector() const { return Vector3( 2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x)); } Vector3 Quaternion::GetRightVector() const { return Vector3( 1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y)); } Or am I way off
2. ## Directional swipe

Hello everyone, I'm fairly new to Phaser, and I'm just starting to figure things out. I made a simple prototype that uses "game.input.keyboard.createCursorKeys()" to listen and process the keyboard's cursor keys. Basically I have a sprite that moves up, down, left and right depending on input. Now I'm trying to achieve the same using touch events: when I swipe left, the sprite moves left; when I swipe up, the sprite moves up, etc.... but with no success. I've managed to detect swipe using a solution that user @imshag posted in this topic: http://www.html5gamedevs.com/topic/3862-swipe-to-jump/?hl=%2Bswipe+%2Bphaser#entry24473 It detects swipe, but doesn´t give me info on the direction of it. I could really use your help... How can I detect the direction of a swipe, and limit it to "up", "down", "left" and "right? Thanks in advance!
3. ## How to set up Phaser in Brackets IDE

I downloaded Brackets and opened my files in it, but once I open the html file the canvas is all black and two errors come up. These are, error 1: Failed to load resource: the server responded with a status of 400 (Bad Request) and error 2: Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('http://127') does not match the recipient window's origin ('http://127'). *note: I took out some of the numbers in the brackets of the second error since it displays personal data regarding the server. Thanks for any help
4. ## Short way to removeAll() from state before switch?

Hey guys, I'm having some issues switching between states. In the first run it all works fine, but then when I come back to a state I've already been at, like MainMenu, the design is all messed up. I think it is because not all sprites and stuff are removed when I switch states, that's why I added a this.world.removeAll() in my shutdown function. However that doesn't seem to do anything. Is there another short way to delete everything (except cache) from a state before switching to another state, or does it have to be done manually? I've attached 2 images, one of my MainMenu first time, and one of the MainMenu when I switch back to it (after the Game). Excuse me if it is a silly question, I've just recently started using states.. Thanks, Kevin
5. ## Huoli Arcade - 80's Space Shooter/Shoot 'em Up

Hey, I have developed an early 80's styled arcade shooter called Huoli Arcade. It's available for play here: Huoli Arcade - Brooklyn CodeBits (NEW LINK! USES MY WEBCADEJS GAME LIBRARY) It even has gamepad/joystick support for certain browsers. You can double click to toggle full screen. I hope you guys like it!
×
×
• Create New...