eloguvnah Posted May 9, 2013 Share Posted May 9, 2013 Hey everyone! Just first want to say, when I heard about Phaser (being a big Flixel fan) I was STOKED and uber-excited and can't wait to get my hands dirty with it.One of the only issues I had with Flixel was using slopes in a platformer. Is this addressed at all in Phaser? At the risk of showing my game dev noobiness, does one have to use pixel detection collision or is there another way? Thanks! Link to comment Share on other sites More sharing options...
rich Posted May 10, 2013 Share Posted May 10, 2013 You don't have to use pixel level collision for slopes and I will definitely be adding support for them soon, don't worry - everything is set-up and in place for it. Just need some time to implement eloguvnah 1 Link to comment Share on other sites More sharing options...
alex_h Posted May 13, 2013 Share Posted May 13, 2013 Out of interest, would it be 'Separating Axis Theorem' that you use for this? I'm making a simple platformer (much like the photon storm game Nutmeg) in AS3 and I've just been asked if i could add sloping platforms. A quick google brought up Separating Axis Theorem, but I'm not sure if I'll have time to figure out how to implement it in code as my maths is not quite up to the required level! Unless there is an example online I could read through that you know of on github or something like that? Link to comment Share on other sites More sharing options...
eloguvnah Posted May 13, 2013 Author Share Posted May 13, 2013 Awesome! SO glad to hear you'll be supported slopes! Thanks! Link to comment Share on other sites More sharing options...
alex_h Posted May 14, 2013 Share Posted May 14, 2013 Just dawned on me that a simpler way to do slopes is to just use a custom y-axis separation method that offsets your y proportionally to how far along you are horizontally. Seems like it should be a lot easier. Link to comment Share on other sites More sharing options...
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