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Showing results for tags 'origin'.
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Hello! I'm trying to make a game like raze (flash game from 2010~ish) and I currently have a level import system and moving animated sprite. I am using matter.js for the physics. I am also using phaser 3 v3.12 as tiled hit detection(? idk how to say) breaks in the the newer versions. I saw the demo for angle to pointer (http://phaser.io/examples/v2/arcade-physics/angle-to-pointer#gv) and wondered if something like it existed in Phaser 3. and also, it would be great if i could anchor a sprite onto another moving one (the weapon on the player) as then it would work, but idk how to do it as I couldn't find anything for phaser 3. Thanks for your help, I might not respond right away! AND here is my project link(so i can work on it on the multiple different computers that I have): https://codesandbox.io/s/k0mq2lj533 ~~~~technically I'm copying the code from the "making modular game worlds in phaser 3 part 5" demo, but this is how I get started on projects as I'm not good at setting things up!
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I'm using a callback function on the overlap method, but it's firing at the wrong time. After a bit of calculation/trial and error I worked out that it is firing where the sprite would have been if the scrollFactor of the sprite was the default setting of 1. I assume this is a bug? See demo on jsFiddle. Update: it also ignores the objects origin and assumes its origin is the default 0.5. I've updated the demo. Update 2: I'm now fairly certain this is not expected behaviour, so I've raised an issue on GitHub. Thanks, Josh
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Before I start, I'd like to mention that I did a forum search, all the topics related to origin point were discussing rotation. If any of the existing topics apply to what I'm trying to do, please let me know. With that said - I'd like to be able to set the origin point of a mesh, so that when moved or scaled, it'll be according to that origin point. e.g. at the moment it seems the origin point is (0,0,0), I'd like to set it to (0.5,0.5,0.5) - assuming numbers range from 0-1 and represent 0%-100%. I attached a sketch to illustrate the issue, the blue circle represents the origin point of the box. At the moment when I scale a mesh, the result is (1), I'd like to achieve (2).
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I attach video example in blender. If we have box position (0,0,0) and if I set origion("Pivot") of box to (0,4,0) and if I rotate box about X axis I get this resoult (see video). How can I do this with Babylon.js? Can answare to this question with babylon.js code? Greetings Cand Kazam_screencast_00000.mp4
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I'm having a problem regarding meshes that is translated to origin during the process of exporting the Blender scene to Babylon file. To be more specific: In blender I have imported a model of a house. But I want to some modifcations on this. For example am I trying to create a ramp in the stairs to smoothen the movement going upstairs. I have done this by creating a plane witch i place over the stair (and later on make invisible). The plane is placed so the 4 vertexes of the plane intersects the vertexes of the top and bottom stair. In blender it looks perfect, but as I export it to a babylon file and renders it in the browser the plane/ramp has been translated to origin (0,0,0). All other meshes stays where they are suppose to. The plane I have added is the only mesh that is translated to origin. Rotation and scale stays however true to what it is assigned in Blender. Is anyone familiar with this problem, and have a solution to it? Thanks in advance.
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Hello ! I'm trying to load an image from a github repository into via Phaser. I basically do something like this: var path = "https://raw.githubusercontent.com/LadybugRiders/kimisrescue/dev/assets/images/blue_sky.jpg";loader.spritesheet( name, path, width, height);Image that you can see here, just to show you it's accessible. I've tried doing my own XMLHttpRequest, and display the image in a <img></img> and it was working quite well. So, I looked in the forum and then set : loader.crossOrigin = "anonymous"That doesn't work either, as I still get the following error: Image from origin 'https://raw.githubusercontent.com' has been blocked from loading by Cross-Origin Resource Sharing policy: The 'Access-Control-Allow-Origin' header has a value 'https://render.githubusercontent.com' that is not equal to the supplied origin. Origin 'http://localhost:5000' is therefore not allowed access.I know about crossorigin policy but github shouldn't block me, if i believe the doc Thanks for your help
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Hi, I've run into some trouble while trying to align some animations of a character. I made the character in Adobe flash CS6 and used its new tool to generate a spritesheet + atlas json file of several animations of the same character (walk, attack, idle, etc). Each animation is correctly animated and displayed individually, however, when I switch in-between them, I find they are not aligned, that is, there is no common reference point between the animations, so when I switch from, let's say, idle to attack, the character seems to "move" to another position. I managed to modify the plugin used by adobe flash to generate the spritesheet, so that it includes the registration Point of each individual animation (of each movie clip), so I currently have that information in my json file. I guess that is a good actual reference point between the animations (correct me if I'm wrong), I located it at the 'feet' of my character in each movie clip. So now, having that data, what is the most efficient way to use it with Phaser to solve this problem. Do I have to offset the position manually every time I switch the animation? is there no better way? is this a common problem, or am I doing something wrong from the beginning? Any help would be greatly appreciated
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- registration Point
- origin
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