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Showing results for tags 'trail'.
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Good morning! I've a question about trails. I've an image of a point who's moving from left to right (not always with the shortest track) and I would like to let him have a trail. Is there in Phaser a better (and surely smart) way to do that instead of create multiple tweens for multiple identical image object with identical track who have different alpha? Thanks!
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Hello everyone! First of all, thanks for the excellent forum! It's amazing. My question is, how to make and which the best way to make a "Light trail effect". I've make this image from photoshop to illustrate: The red dot is the point that the line shall follow. When the line becomes long, needs to fade out. I thought 2 possibilities to do it : Particles or slice and manipule a "shape" (texture), dividing in 3 parts, like : My doubt is, what is better? Or have other way to do... And, the Particles or Particles Storm from Phaser can do this? Sorry for my bad english Thanks for patience!
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Hi, Players in my game leave trail. When update is called I'll make the trail image based on the current player position and add it to the trail group: let trailImg = state.make.image(playerX, playerY, 'trail'); this.trailGroup.add(trailImg); The game world might be big and after a while this group holds few thousand trail images. This leads to performance problems. The methods which take really long to execute are Phaser.Group.preUpdate, PIXI.WebGLSpriteBatch.render and PIXI.DisplayObjectContainer.updateTransform. How should I handle this?
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- performance
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Hi, I have 2 render textures swapping to create a trail, a bit similar to this concept http://phaser.io/examples/v2/display/pixi-render-texture does anybody know why my trail never fades out.. I guess it's because the value never actually reaches 0? you can see there is grey residue of the sprite everywhere http://phaser.io/sandbox/VWOOYqpU/play I've adjusted the second image in photoshop to show the trails as they're not always easy to see on a monitor, but that can depend on the colour used thanks J
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I'm making a game in Canvas/Phaser at the moment and I'm looking for a solution for the following problem. I need to make Y-axis trail from an object that only moves on the X-axis, so that it looks like it leaves a dust trail. However everywhere I look people are creating trail from bouncing balls or other X/Y moving objects, this is not what I want to create. I am using the Phaser game framework to develop the game, if there is a solution within this framework that would be supurb, but if you could help me with a pure canvas solution/idea that would be great too! I hope I chose the right words for my explanation, below I added a picture and a small video that visualizes my wanted end result. http://vrrsus.com/static/lastvoyage/web6.jpg https://youtu.be/Fd7VOACEKig?t=22m32s Thanks again for taking the time to help/read my question
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Hi everyone! I have in my application a lot of object (around 5 000) moving. I want to leave a trail behind them. I've tried with the particle engine of babylon.js but it was a fail with 5 fps... I wonder how i can make a trail with good performance with Babylon.js. This code is pretty clean but i'm afraid of the performance of this for so many object. How can i do this ? Thank you guy!
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I would add a trail to a sprite when a movement starts. It is very typical in many games. A kind of blur path is displayed. greetings!
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Hi all, Please find the following link http://collegetomato.com/forDhruva/nanoSWAT/curveMovement/ which I have done using construct2 game engine and it took me almost a week to do this. Considering my programming skill of a designer(who also codes sometimes) it would take more time in Phaser. Can you help me out with a code snippet which simulates the action shown in the link The algorithm I have used is ... I am storing the trails as the player is touching the screen and storing the X,Y, direction (relation between previous consecutive trails) in an array which I am looping through and then changing the Y position of the main Sprite when the X of the next trail is less than the main sprite. ..if the current direction is LEFT to RIGHT.similarly changing the Y position of the main sprite if the X of next trail is greater than the main sprite ..if the current direction is RIGHT to LEFT sorry if the explanation for the algo is crude thanks