carbontwelve Posted May 12, 2016 Share Posted May 12, 2016 I am tinkering with a simple 2D top down multi-player space "shooter" and have figured out enough from the Phaser documentation to build something that works with socket.io. My issue now is that when opening the game in two tabs both players starting co-ordinates should be identical as they are set via game.world.centerX and game.world.centerY. However players appear to be offset from one another. I am transmitting player.body.x and player.body.y. I have attached a screen grab of what I am seeing, any help would be very much appreciated. Link to comment Share on other sites More sharing options...
carbontwelve Posted May 13, 2016 Author Share Posted May 13, 2016 I have figured out what was going on. In my update method I was emitting my players physics body (x,y) co-ordinates rather than the sprites anchored (x,y) co-ordinates, therefore causing the peculiar offset. Link to comment Share on other sites More sharing options...
BunBunBun Posted May 13, 2016 Share Posted May 13, 2016 may be it just the result of collision ships.. Link to comment Share on other sites More sharing options...
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