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Sprites flickering/blinking


noobshit
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I want to create game with unlimited world. I decided to make world wrap to move player and items to new position when player reaches end of world.


    wrapHorizontal()
    {
        let padding = game.width/2;
        let player = this.intoHell.player;
        if ( player.x + padding > game.world.width)
        {
            this.wrapped.x += 1;
            this.intoHell.player.x = padding;
            this.intoHell.background.sky.tilePosition.x += 2*padding;
            this.intoHell.items.x -= game.world.width - 2*padding;
        }
        else if ( player.x - padding < 0 )
        {
            this.wrapped.x -= 1;
            this.intoHell.player.x = game.world.width - padding;
            this.intoHell.background.sky.tilePosition.x -= 2*padding;
            this.intoHell.items.x += game.world.width - 2*padding;
        }
    }

But it makes items/sky blink. I use this function everytime in update() and I move player using body.velocity from arcade physics system. What can be cause of this behavior? 

intohell.zip

 

EDIT: https://github.com/noobshit/intohell

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var game = new Phaser.Game(512, 512, Phaser.AUTO);
var Demo = (function () {
    function Demo() {
    }
    Demo.prototype.preload = function () {
        game.load.image('player', 'assets/player.png');
        game.load.spritesheet('coin', 'assets/coin.png', 44, 40);
        game.load.image('sky', 'assets/sky.png');
    };
    Demo.prototype.create = function () {
        game.world.setBounds(0, 0, 1024, 512);
        this.sky = game.add.sprite(0, 0, 'sky');
        this.player = game.add.sprite(256, 256, 'player');
        this.items = game.add.group();
        for (var i = 0; i < 50; i++) {
            var x = game.rnd.integerInRange(0, game.world.width);
            var y = game.rnd.integerInRange(0, game.world.height);
            this.items.create(x, y, 'coin');
        }
        this.cursors = game.input.keyboard.createCursorKeys();
        game.camera.follow(this.player);
    };
    Demo.prototype.update = function () {
        var speed = 10;
        if (this.cursors.left.isDown) {
            this.player.x -= speed;
        }
        else if (this.cursors.right.isDown) {
            this.player.x += speed;
        }
        var padding = game.width / 2;
        if (this.player.x + padding > game.world.width) {
            this.player.x = padding;
            this.items.x -= 2 * padding;
        }
        else if (this.player.x - padding < 0) {
            this.player.x = -padding + game.world.width;
            this.items.x += 2 * padding;
        }
    };
    return Demo;
}());
game.state.add('Demo', Demo);
game.state.start('Demo');

 

<html>
<head>
    <script src="js/phaser.min.js"></script>
</head>
<body>
    <script src="js/demo.js"></script>
</body>
</html>

I'm using phaser 2.4.8. How it looks in chrome...

https://vid.me/7kuZ

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