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Vaughan

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Everything posted by Vaughan

  1. Cool! Care to write a small post mortem on how you did it?
  2. The collision layer stuff sounds interesting -- I have a hacky implementation of it right now in my project OpenORPG: https://github.com/hilts-vaughan/OpenORPG/blob/development/OpenORPG.TypeScriptClient/Game/World/Zone.ts#L145 What benefits would including a whole plugin get us?
  3. I have a textbox overlay and I want to prevent any key input from working (within Phaser) while this is active. The game is not set to pause when it loses focus. Is there a handler I can abuse or something?
  4. I agree with why lewster has to say. Simplify your model as much as you can. Trying to run huge physics simulations every tick will not scale well.
  5. You really should not try to embed what is supposed to be a client-sided framework into your server. They server two different purposes and Phaser is going to provide a lot of overhead on what you really wanted. Instead, write a server that contains the components and simulation data you require. This will be a lot easier to do and way less overhead. There's quite a few examples online, check out my project OpenORPG which uses this model. It's written in C#, not Node though.
  6. The other obvious one I can't believe isn't mentioned is Visual Studio with TypeScript
  7. Your game can be hacked either way, JS is running client-side.
  8. Possibly related to my GitHub issue? (I test on Canary): https://github.com/photonstorm/phaser/issues/756
  9. I have a hunch getTileWorldXY was broken because Rich changed from layers having null tiles to have undefined tiles as an actual tile object with an index of -1.
  10. Sorry, I meant layered on TOP of the game canvas. That's what it does, right?
  11. I notice that it is listed on the roadmap for the next version -- I was wondering what the plans were for that version? I'm going to start needing DOM UI stuff in the next upcoming months and have been debating rolling my own or seeing what Phaser can come up with.
  12. BitmapText has had a bit of an overhaul - the signature for adding a BitmapText has changed to: x, y, font, text, size. See the docs and examples for details.
  13. From what version to which have you gone?
  14. Typically, you solve this by just simply setting a 'overlapped' flag that gets reset as soon as they're NOT overlapping and set when they overlap.
  15. Turns out adding as a child is the wrong thing to do. The best is to inject a group in between the layers at creation time and then simply add to this group.
  16. When I add them as a child, everything seems to work but my sprites are shifting: I'm simply adding my sprites like so: this.entityLayer.addChild(worldEntity); What's the proper way to do this?
  17. I'm not seeing the "TypeScript Build" tab thats shown on this tutorial with VS 2012 and Web Essentials 2012. Anyone else have this issue?
  18. I'm aware of that, I'm wondering if there's a way we can specify this somehow in Phaser though so that when we add our animations we can make this more automatic.
  19. For example, if I have a sprite going to the left and it's moving to the right is the same as left, but horizontally flipped -- is there a feature to play an animation, but flipped? I could use a manual scale I guess, but it'd be nice if Phaser handled this since it's pretty common
  20. I did this and it worked out fine -- I loaded the pack up during the bootstrap phase and then loaded the actual sprites themselves on the gameplay screen.
  21. That's actually a good idea, sleekdigital. Not sure why I didn't think of that.
  22. Isn't the loader inactive then? I need to load textures based on this JSON file. I was under the impression when preload ends that phasers loader becomes inactive.
  23. That's right -- but I need to load sprites based on that JSON result. I'm doing this within preload, so I can't just do a getJSON right, can I? It was my understanding that these calls are async.
  24. I see that there's a jsonLoadComplete callback but it returns an index and there's no real documentation or examples on how to do this. For example, I have a JSON with all the sprites I want to load up front -- how can I load this JSON, and then proceed to iterate that object to load the rest?
  25. Use a Phaser timer. https://github.com/photonstorm/phaser/blob/master/examples/time/basic%20timed%20event.js
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