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Found 2 results

  1. Hello everyone, I'm working on a doom clone which you can try out here metaldoom.herokuapp.com I want to create a 3D level grid so that I can visualize my A* path finding algorithm and also use my in game editor to snap cubes to certain points on the map. I tried to make a visualization using a mesh but with many meshes, performance obviously becomes too slow. How can I create a 3D reference grid in my scene yet avoid the performance hit? Thank you so much for your help. I have an image to show how the grid should behave and look like.
  2. Hello there! I'm totally new to your forum and it's my first post, here's a quick introduction about me: I'm a French developer who makes games in his free time like Claytus Tower Defense and who works on 360° video web technologies at my job (Kolor). I want to take part on Phaser development and Phaser Plugins development and I want to know how to do it well! I spent the last few days to watch every demo and read the documentation that Phaser provides, it looks to me to be a very good project and a strong knowledgeable team. I haven't found any "How to" or "Good practices guide" about Phaser.Plugin development and submitting. I wanted to start by providing a path finder plugin that works with a Phaser.Tilemap and a JSON file made with the Tiled Software. I ran through some "How the hell can I achieve this the proper way?" kinda questions Maybe you can confirm that I'm right or wrong doing on some points: Need more data from the JSON parser: In the process I needed to adapt the Phaser.TilemapParser.parseTiledJSON because I wanted to have the tileproperties on the layer object from the TiledJSON file. (made in Tiled software) These properties are omitted by the original function so I added this line to my override one: tileProperties: json.tilesets[0].tilepropertiesMaybe there's a better way to achieve this, but I didn't find it. I'd love to pass an additional data {'stringIndex', ... } arguments to game.load.tilemap for example: game.load.tilemap('desert', 'assets/maps/tilemap.json', null, Phaser.Tilemap.TILED_JSON, {'tileproperties'});Adding a debug method: I wanted to output the calculated path by drawing a line on the screen, so on my plugin file, I added a function to the Debug prototype: Phaser.Utils.Debug.prototype.AStar = function(astar, color){ ... Drawing the last calculated path by astar plugin object ...}Here is a screenshot of my work in progress. (debug draw is the red line) I'll upload a live demo a soon as possible with a fun sandbox to test it Many thanks for sharing your work!
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