Jump to content

j0hnskot

Members
  • Posts

    183
  • Joined

  • Last visited

  • Days Won

    2

j0hnskot last won the day on October 2 2014

j0hnskot had the most liked content!

About j0hnskot

  • Birthday 09/13/1990

Profile Information

  • Gender
    Male

Contact Methods

  • Twitter
    dr3af

Recent Profile Visitors

2,125 profile views

j0hnskot's Achievements

  1. Hey there! I was updating one of my games to the latest version of Phaser (2.3.0) and the collision between moving sprites and a tileSprite object didn't work. The same exact game, works perfectly with 2.2.2 . Check THIS example , made with 2.3.0 and THIS for the same example, with 2.2.2 . I went through the changelog but I couldn't find something relevant. Is this intended? If not, I will open a ticket at github.
  2. Check the following : http://www.html5gamedevs.com/topic/9785-duplicate-and-start-drag/ I suspect it's the same case.
  3. You could extend the sprite object like in the following example : http://phaser.io/examples/v2/sprites/extending-sprite-demo-1 Or you could add a property directly on each object like var spriteA = game.add.sprite(100, 100, 'key');spriteA.property= 'value';If you are new to javascript , check the following article which gives more details about objects : https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Working_with_Objects
  4. I don't think this is relevant to Phaser but here is a guide i followed to sign one of my games: https://www.scirra.com/tutorials/861/how-to-sign-and-align-your-android-app-apk
  5. @Horror812 Make sure that you give no parent element name when you generate the Phaser.Game instance. for example : var game = new Phaser.Game(800,600, Phaser.CANVAS, '')I remember having the same problem because i used a specific parent element.
  6. What version of Phaser are you using?
  7. could you try swaping function playerHit( bullet, player ) with function playerHit( player, bullet ) and see if it works?
  8. Can you give us some relevant code?
  9. j0hnskot

    Can't jump

    This is because each frame the touching object gets reset to false. You were checking if the player is touching down before physics did the check for that, resulting to false.
  10. j0hnskot

    Can't jump

    Could you try changing " this.player.body.touching.down " in your UP key check with "this.player.body.blocked.down" ?
  11. Nothing holds you back to create a RPG game with phaser. There are already many different types of game created with Phaser, including rpgs. The states are referring to the whole game. For example, The main menu and the game should be different states. They are used for better grouping of your code and easier memory clean up , since when you change a state every sprite gets destroyed (this is how they work by default). But nobody is forcing you to use states. About the player class : There is no specific class you must use to create a player entity and i don't think there is a need to. A player will be a sprite. You can extend the sprite object and set it to meet your needs for the player creation. Phaser is javascript and not a strict game maker. You can create all the "classes" you want.
  12. I guess the "new field() " you are calling is a sprite constructor, so the only problem i see is that you call this.fieldSprites[i].angle on a group which is not an array. Try "this.fieldSprites.children.angle".
  13. j0hnskot

    Input form

    You mean a pop-up input box? Check the prompt box here : http://www.w3schools.com/js/js_popup.asp
  14. When you create a texture atlas you will get an image and an instructions file (for example .json) . You reference each frame by its file name ( for example 'player_1.png')
×
×
  • Create New...