jerome Posted January 24, 2014 Share Posted January 24, 2014 Hello, As I started to write some part of a general Phaser documentation and as I am not a Phaser expert, I get my information from this forum.When someone asks about a very specific problem for his very own code, he often gets a very specific answer from an advanced developper or other kind of phaser guru. I'm trying to extract general answers or concepts from these specific questions/answers to write up something more persistent. So please always invite people to mark every topic as "answered" when a good and pertinent answered is made.It will hep contributors to general documentation to explore the forum fatest and to find out the general answers. Thank you to everyone Mike 1 Link to comment Share on other sites More sharing options...
Heppell08 Posted January 24, 2014 Share Posted January 24, 2014 You may be a bit late as the githun is now getting a community written wiki with all the syntax and usage which will in the end more than likely end quite a lot of posts here. The documentation is NOT like the docs though. Its about phaser uses and how to use it. You can check the sprites a lot more here:https://github.com/photonstorm/phaser/wiki/Phaser-General-Documentation-:-Sprites Arlefreak, jerome and tackle 3 Link to comment Share on other sites More sharing options...
jerome Posted January 24, 2014 Author Share Posted January 24, 2014 WaaaooohVery nice contribution ! Thank you a lot ! If someone masters the sprite.body usage (vs sprite.body = null) and can tell when using it, why using it (or not : better perfs if no collisions needed, disabled it if you manage your sprite with a third party physics lib like box2d), when setting sprite.x instead of sprite.body.x (and vice-versa), please write it in here. Great job Heppell08. Heppell08 1 Link to comment Share on other sites More sharing options...
jerome Posted January 24, 2014 Author Share Posted January 24, 2014 @Heppell08 I re-styled a bit your writting but didn't modify your text as I'm not english native speaker Heppell08 1 Link to comment Share on other sites More sharing options...
jerome Posted January 24, 2014 Author Share Posted January 24, 2014 Added a first part (to be completed, contributions wanted) about general conceptsUsed Heppell08 writing as a complete use case Heppell08 1 Link to comment Share on other sites More sharing options...
Heppell08 Posted January 24, 2014 Share Posted January 24, 2014 Thanks @jerome I was going to mention that it needed a tidy up. There will be more to come on that and I've a lot more to write up too thanks for tidying it Link to comment Share on other sites More sharing options...
tackle Posted January 24, 2014 Share Posted January 24, 2014 I really like the idea of having extra documentation that talks about how to approach the library and understanding general ideas/concepts. I'm looking it over and taking my chance to learn some markdown and clean up english where I find it fitting. jerome 1 Link to comment Share on other sites More sharing options...
jerome Posted January 24, 2014 Author Share Posted January 24, 2014 thank youevery help is very appreciated :-) Lonan 1 Link to comment Share on other sites More sharing options...
jerome Posted January 25, 2014 Author Share Posted January 25, 2014 @tackle tusen tack! Your english is far more better than mine, I like the way you adjusted my writing so far.Thank for markdown styling also. The text still lacks more conceptual concerns. ex : when is the game loop started, what is the global game state at this very moment, in what order are things managed in this game loop : group computation, physics computation, collision callback, rendering ? I don't even know ! All these informations could help a lot for understanding how coding stuff, how optimazing, etc. Link to comment Share on other sites More sharing options...
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