Souleste Posted August 9, 2017 Share Posted August 9, 2017 How do I scale, or resize, an image in javascript with phaser's framework? I have tried a few different things but they do not seem to be working. I am using a weapon method to throw a pokeball, this is just a test using some code from phaser.io, so the other images aren't mine, I am just testing to try and get the pokeball to be thrown, but it is freaking huge right now! Please help me, I need the pokeball to be about 10x10 px because my character is 64x64. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('bullet', 'Pokeball.png', .01, .01); game.load.image('ship', 'tiles1.png'); } var sprite; var weapon; var cursors; var fireButton; function create() { // Creates 1 single bullet, using the 'bullet' graphic weapon = game.add.weapon(1, 'bullet'); weapon.scale.setTo(.5, .5); // The bullet will be automatically killed when it leaves the world bounds weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; // Because our bullet is drawn facing up, we need to offset its rotation: weapon.bulletAngleOffset = 90; // The speed at which the bullet is fired weapon.bulletSpeed = 400; sprite = this.add.sprite(320, 500, 'ship'); game.physics.arcade.enable(sprite); // Tell the Weapon to track the 'player' Sprite, offset by 14px horizontally, 0 vertically weapon.trackSprite(sprite, 14, 0); cursors = this.input.keyboard.createCursorKeys(); fireButton = this.input.keyboard.addKey(Phaser.KeyCode.SPACEBAR); } function update() { sprite.body.velocity.x = 0; if (cursors.left.isDown) { sprite.body.velocity.x = -200; } else if (cursors.right.isDown) { sprite.body.velocity.x = 200; } if (fireButton.isDown) { weapon.fire(); } } function render() { weapon.debug(); } Link to comment Share on other sites More sharing options...
samme Posted August 10, 2017 Share Posted August 10, 2017 examples/v2/sprites/scale-a-sprite Link to comment Share on other sites More sharing options...
Souleste Posted August 10, 2017 Author Share Posted August 10, 2017 13 hours ago, samme said: examples/v2/sprites/scale-a-sprite I tried this, I am using an image not a sprite Link to comment Share on other sites More sharing options...
samme Posted August 11, 2017 Share Posted August 11, 2017 Do you have the console open? weapon.scale.setTo(.5, .5); should give you an error since Weapons have no scale property. Weapons do have a bullets property that is a Group. The Group contains Sprites. Groups have a setAll method. setAll can modify scale values (as 'scale.x' and 'scale.y'). Link to comment Share on other sites More sharing options...
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