polansk1 Posted May 22, 2018 Share Posted May 22, 2018 I found that code but it's in Phaser2 and don't know what i have to change to work in Phaser3... if anyone can help me it's really important for my game! this.marker.x = this.math.snapToFloor(Math.floor(this.car.x), 32) / 32; this.marker.y = this.math.snapToFloor(Math.floor(this.car.y), 32) / 32; var i = this.layer.index; var x = this.marker.x; var y = this.marker.y; this.directions[Phaser.LEFT] = this.map.getTileLeft(i, x, y); this.directions[Phaser.RIGHT] = this.map.getTileRight(i, x, y); this.directions[Phaser.UP] = this.map.getTileAbove(i, x, y); this.directions[Phaser.DOWN] = this.map.getTileBelow(i, x, y); if (this.current === this.opposites[turnTo]) { this.move(turnTo); } else { this.turning = turnTo; this.turnPoint.x = (this.marker.x * this.gridsize) + (this.gridsize / 2); this.turnPoint.y = (this.marker.y * this.gridsize) + (this.gridsize / 2); } this.math.fuzzyEqual(a, b, threshold) this.car.x = this.turnPoint.x; this.car.y = this.turnPoint.y; this.car.body.reset(this.turnPoint.x, this.turnPoint.y); this.move(this.turning); this.turning = Phaser.NONE; Link to comment Share on other sites More sharing options...
Recommended Posts