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Showing results for tags 'world scale'.
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I am new, and it is difficult to express what I want. I am molding other people's games by using phaser.js.I hope to get some suggest to make the white benchmark in red rectangle（Figure 1） In my game,the man has been thrown higher.And I had scaled world .But I have no idea to make this benchmark that in red rectangle.In other people's games,the benchmark is always the same size in the screen,no matter how other sprites change.
Ok, I am really struggling right now to understand the unit system for BJS when it comes to importing mesh data then exporting it. I am importing and combining multiple STL files with the CSG System(https://doc.babylonjs.com/classes/2.5/csg). Then exporting them for the intended purpose of 3d Printing. At the moment I have a scalier that can be applied to the mesh before the export processes, but am having trouble finding the sweet spot... An example with some numbers would be: Correct Approx Size : 6.86 x 17.06 x 0.97 cm which could change depending on its orientation... but respectively those numbers. but what I am getting when I export with the scalier set to 10 after the unification is: 1.26 x 0.14 x 0.12 cm Then I opened that mesh in c4d at 1cm ratio, exported it at a 1cm ratio and it blew up to 68.57 x 8.90 x 170.25 so maybe I am just tripping on how I am importing exporting in c4d and that the exported mesh from BJS has the right ratio just really really small... Im getting the size from a 3rd party API that is handling the print processes, which they use mm as the scale. Basically, what is BJS base unit size? What is it in comparison to Unity? I need to figure this out stat.
Hello, I have tried Phaser for a couple of weeks and I am trying to create something like a zoom in zoom out functionality on a 2D platformer. I am having trouble with setting the view of the game. I am using Phaser 1.1.3 First Approach: this.camera.screenView.width *= 5;I tried giving a different value for the camera's screenview. Screenview values changed but there are no changes with the camera's view. Second Approach: this.game.world.scale.x = 10I tried giving a different value for the world's scale, but the result is the same with the first approach. Nothing happend Third Approach: gameGroup.setAll('scale.x', 5);platforms.setAll('scale.x', 5);gameGroup.add(platforms);I tried creating a nested group but I was receiving an undefined errors. TypeError: e is undefined @ filephaser.min.js:2 Any ideas, suggestions or samples on how I should do this are welcomed. Thank you