rich Posted April 2, 2014 Author Share Posted April 2, 2014 @ianmcgregor - thanks for that. Physics hasn't changed but the new game update order obviously has, which means state.update now gets called at a different point in time - I wonder if that may cause what you're seeing? Do you have a bit more code to show, or a link at all? Link to comment Share on other sites More sharing options...
george Posted April 2, 2014 Share Posted April 2, 2014 Everything fine here with 2.0.3 too. My two games in development only use a single main state (aside from three others to bootstrap or show some small preload animations) so the state#update change is not really tested. Link to comment Share on other sites More sharing options...
Arlefreak Posted April 2, 2014 Share Posted April 2, 2014 Tested and everything works fine (Game with 6 states) Link to comment Share on other sites More sharing options...
ianmcgregor Posted April 2, 2014 Share Posted April 2, 2014 Not sure if this will make sense out of context, and unfortunately I can't post the game publicly yet, but here goes: In my sprite update loop I have: this.game.physics.arcade.collide(this, this.collisions.ground); (collisions.ground is a tilemap.createLayer group ) Jumping sets velocity.y to -1000 or so, but on the next update it has gone back to a positive number (with the hero staying on the ground). If I remove the ground collision the jump works correctly (the hero is running through the ground on the bottom edge of the world bounds, but can jump). With 2.02 the jump works as expected, with the ground collision in place. Link to comment Share on other sites More sharing options...
rich Posted April 2, 2014 Author Share Posted April 2, 2014 You could send me a link in a PM? Is your player/hero a custom Sprite? i.e. does it extend Phaser.Sprite? Link to comment Share on other sites More sharing options...
ianmcgregor Posted April 2, 2014 Share Posted April 2, 2014 You could send me a link in a PM? Is your player/hero a custom Sprite? i.e. does it extend Phaser.Sprite? PM sent. Yes, the hero does extend Phaser.Sprite. Link to comment Share on other sites More sharing options...
Taleforge Posted April 3, 2014 Share Posted April 3, 2014 tested and works for me too Link to comment Share on other sites More sharing options...
Vivern Posted April 8, 2014 Share Posted April 8, 2014 If you decide to implement Box2D (html5 version), details below links: 1. https://code.google.com/p/box2d-html5/2. http://code.google.com/p/box2dweb/http://www.emanueleferonato.com/2012/12/03/introducing-box2dweb-create-box2d-projects-in-html5/http://www.binarytides.com/javascript-box2d-tutorial/ It would be great ) Link to comment Share on other sites More sharing options...
nunorfpt Posted April 8, 2014 Share Posted April 8, 2014 tested with a game with 6 states, loading audio and everything is working fine on 2.0.3 Link to comment Share on other sites More sharing options...
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