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Found 3 results

  1. Hello there. I am dealing for a long time with this issue. I am making an endless runner where platforms are made from small chunks (each 32x32 square). Character should fall down, not stop on the wall. This also happens when chunks don't have any velocity, until I add if( this.body.touching.right ) { this.body.velocity.x = 0; this.body.acceleration.x = 0; } to the player sprite. When I don't apply velocity to the chunks but instead say this.left -= 10 on chunk group in update the things are get more weird I guess that has t
  2. Play the game! Video Trailer Snake Runner is a fast paced top-down endless runner game inspired by the classic Snake game. It introduces a new gameplay concept based on a single tap control movement scheme. Your goal is to move the snake through an endless dungeon trying to survive as long as possible. You need to eat all food on your way and avoid all deadly obstacles such as walls, barriers, electric fields and so on. To control the snake just press space bar or left click to turn the snake 90 degree's towards the closest pickup!
  3. So we have sprite moving left right and the aim is to make it stop when hit a "invisible" wall. Let's presume that the x coordinate checks are 0px and 300px, so: if(game.input.keyboard.isDown(Phaser.Keyboard.A)) { paddle.body.velocity.x = -paddleSpeed; } else if(game.input.keyboard.isDown(Phaser.Keyboard.D)) { paddle.body.velocity.x = paddleSpeed; }and after checking some Phaser source i came up with this: if(paddle.x < paddle._cache.halfWidth) { paddle.x = paddle._cache.halfWidth; paddle.body.velocity.x *= -pad
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