InsaneHero Posted January 30, 2015 Share Posted January 30, 2015 Hey lewster32, I'm working on the Phaser 3 rendering engine right now and I wondered if there's anything particular you might find useful in a renderer (for your iso work) which isn't already in Phaser + Pixi... or any features which are incredibly useful and you'd hate to lose?Feel free to PM if you want to discuss this in more detail than this thread may permit drhayes and enriqueto 2 Link to comment Share on other sites More sharing options...
enriqueto Posted February 11, 2015 Share Posted February 11, 2015 we'd like to do an isometric rpg game using pixel art. Any plans to support tiles and tiled? Link to comment Share on other sites More sharing options...
joey Posted February 16, 2015 Share Posted February 16, 2015 Looks absolutely awesome. Isometric has always been one of my favorite projections. Would love to try making a little puzzle game a la Captain Toad Treasurer Tracker if I find the time. Thank you for all your hard work! Link to comment Share on other sites More sharing options...
Mathieu Anthoine Posted February 26, 2015 Share Posted February 26, 2015 Just for information, You can find Haxe externs for this great plugin here: https://github.com/mathieuanthoine/haxe-phaser-plugin-isometric or directly with haxelib: http://lib.haxe.org/p/phaser-plugin-isometric Link to comment Share on other sites More sharing options...
Hung.H Posted April 19, 2015 Share Posted April 19, 2015 (edited) Hi, awesome plugin for Phaser. I have some questions regarding depth sorting. Although, pre-warning, this may not be the appropriate question here as it just may be my lack of experience with phaser itself.When I change the isoX and isoY properties of a sprite. its depth also seem to change (checked with sprite.depth).I have tried adding 2 sprites, each to a different group, and change the group's order so that the depth is 'to some extent' maintaining its order, but its doesn't seem to work. I've also tried using iso.simpleSort but that didn't do it either.Can you provide me with more insight of how I may keep their depth fixed? EDIT: Nope nevermind. It was my misunderstanding of asynchronous data handling. awesome plugin Edited April 20, 2015 by Hung.H Link to comment Share on other sites More sharing options...
rooskie Posted May 6, 2015 Share Posted May 6, 2015 Just wanted to say this is a great plugin, It really does give me some new game ideas just looking at it. #inspiration Link to comment Share on other sites More sharing options...
yahiko Posted May 6, 2015 Share Posted May 6, 2015 What will be the key features of this plugin? Is it already available? Link to comment Share on other sites More sharing options...
oboforty Posted May 15, 2015 Share Posted May 15, 2015 First of all, hello there everyone! Secondly, can you show the bounding box of a sprite's body, just like you would in regular phaser physics? I tried using game.debug, but it doesn't seem to have any similar methods. Link to comment Share on other sites More sharing options...
lewster32 Posted May 15, 2015 Author Share Posted May 15, 2015 Yes - game.debug.body will work for isoSprites with bodies too. If you scroll down to the 'render' function of this example the debug code is commented out. Jaret 1 Link to comment Share on other sites More sharing options...
oboforty Posted May 20, 2015 Share Posted May 20, 2015 Thank you!One more question: when I set the world bounds to a larger value, the mouse pointer example fails to show the real (x,y,z) value where the mouse points to. Is this a known bug, or do you have to translategame.iso.unproject(game.input.activePointer.position, cursorPos);to something else? Link to comment Share on other sites More sharing options...
lewster32 Posted May 21, 2015 Author Share Posted May 21, 2015 This was indeed a bug - I've pushed a new version which fixes this bug. Link to comment Share on other sites More sharing options...
oboforty Posted May 21, 2015 Share Posted May 21, 2015 Thank you Lewster, you are the best! Link to comment Share on other sites More sharing options...
Wambo1992 Posted July 3, 2015 Share Posted July 3, 2015 Hi, i recently started working with Typescript, Phaser and your Isometric Plugin. It took a while to get along with it,especially with some of the Typescript difficulties. Thanks to edgarjcfn's post i finally got it too work.I had problem working with IsoArcade though, i found a way but i dont think its the nicest workaround. I first tried just starting IsoArcade with this, like in the examples of Javascript:But in TypeScript it doesn't seem to work because "game.physics.isoArcade" is still undefined.this.physics.startSystem(Phaser.Plugin.Isometric.ISOARCADE);So, in phaser.plugin.isometric.d.ts i added the following line to class Isometric extends Phaser.Pluginarcade: Phaser.Plugin.Isometric.Arcade;and then i started IsoArcade like this:this.isoPlugin = <Phaser.Plugin.Isometric> this.add.plugin(new Phaser.Plugin.Isometric(this));//...this.physics.startSystem(Phaser.Plugin.Isometric.ISOARCADE);this.isoPlugin.arcade = new Phaser.Plugin.Isometric.Arcade(this);It seems to work fine like this, but maybe some of u guys know a better way to do it? Or maybe i'm just doing sth wrong. PS: Anyways, thanks for the plugin lewster32. I really like working with it. Sanju 1 Link to comment Share on other sites More sharing options...
Ryuuke Posted July 5, 2015 Share Posted July 5, 2015 Hello,Thanks for making this awesome plugin !Is there any map editor so we can create levels easily ?Edit: it looks like it's not compatible with phaser V2.3, im gettting some errors when using with 2.3 Link to comment Share on other sites More sharing options...
arcanine Posted July 27, 2015 Share Posted July 27, 2015 does this work with tiled the map editor? http://www.mapeditor.org/ so far when I've tried to import a isometric map into phaser it says isometric maps are not currently supported,does this plugin fix that? Sanju 1 Link to comment Share on other sites More sharing options...
Gugis Posted September 1, 2015 Share Posted September 1, 2015 Hi. Is there any plans to support nested groups? It seems topologicalSort does not work if group has child group. Link to comment Share on other sites More sharing options...
darnpunk Posted September 17, 2015 Share Posted September 17, 2015 Hi, Just wondering if it's possible to use p2 physics for this? Link to comment Share on other sites More sharing options...
NZMikey Posted September 19, 2015 Share Posted September 19, 2015 re 135° oblique, I cant seem to get this thing to render correctly. I posted something a long time ago and no one replied to it: http://www.html5gamedevs.com/topic/16307-newb-isometric-issue-rendering-correct-size/#entry92313 Doesn't help that I didnt name it correctly,at the time i thought it was isometric, but apparently not. Any chance I can get some help with this? Cheers. Link to comment Share on other sites More sharing options...
Reinkaos Posted October 10, 2015 Share Posted October 10, 2015 Hey! Great plugin, I am very excited to use it! Link to comment Share on other sites More sharing options...
jmp909 Posted October 10, 2015 Share Posted October 10, 2015 So, in phaser.plugin.isometric.d.ts i added the following line to class Isometric extends Phaser.Pluginarcade: Phaser.Plugin.Isometric.Arcade; for TypeScript, if you don't want to edit source, you can also bypass errors using bracketed property notation, rather than dot syntax this should work.. isoPlugin['arcade'] = new Phaser.Plugin.Isometric.Arcade(this.game) Sanju 1 Link to comment Share on other sites More sharing options...
viniciusln Posted January 18, 2016 Share Posted January 18, 2016 On 13/11/2014 at 7:30 AM, lewster32 said: If you need the 180° oblique projection, this doesn't require the plug-in at all, as it can be achieved perfectly well in 2D space @lewster32 I am interested in the 180º oblique projection and I know it can be achieved in the 2d space, but I would like to use the plugin to help with the z sorting. Is it possible? Link to comment Share on other sites More sharing options...
Sanju Posted February 17, 2016 Share Posted February 17, 2016 Hi, I'm playing with this plugin in a typescript example project and, after some trial and error, I got it working thanks to Wambo1992's and jmp909's posts. But there must be something I'm missing, because I've not been able to set the world's gravity. It works when I add the gravity to each object individually (this.player.body.gravity.z = -600), but I would like to set entire world's gravity at once. Anybody knows why is this happening? Thanks Here is my code: preload() { // Add the Isometric plug-in to Phaser this.isoPlugin = <Phaser.Plugin.Isometric> this.add.plugin(new Phaser.Plugin.Isometric(this.game)); this.game.physics.startSystem(Phaser.Plugin.Isometric.ISOARCADE); this.isoPlugin.arcade = new Phaser.Plugin.Isometric.Arcade(this.game); this.game.load.image('cube', 'assets/sprites/cube.png'); } create() { // Create a group for our tiles, so we can use Group.sort this.isoGroup = this.game.add.group(); // Set the global gravity for IsoArcade. this.isoPlugin.arcade.gravity.setTo(0, 0, -500); //CUBE var cube = this.isoPlugin.addIsoSprite(128, 128, 0, 'cube', 0, this.isoGroup); cube.anchor.set(0.5); this.isoPlugin.arcade.enable(cube); // Add a full bounce on the x and y axes, and a bit on the z axis. cube.body.bounce.set(1, 1, 0.2); // Add some X and Y drag to make cubes slow down after being pushed. cube.body.drag.set(100, 100, 0); // Collide with the world bounds so it doesn't go falling forever or fly off the screen! cube.body.collideWorldBounds = true; //PLAYER this.player = this.isoPlugin.addIsoSprite(200, 200, 0, 'cube', 0, this.isoGroup); this.player.tint = 0x86bfda; this.player.anchor.set(0.5); this.isoPlugin.arcade.enable(this.player); this.player.body.collideWorldBounds = true; //this.player.body.gravity.z = -600; // Set up our controls. this.cursors = this.game.input.keyboard.createCursorKeys(); this.game.input.keyboard.addKeyCapture([ Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP, Phaser.Keyboard.DOWN, Phaser.Keyboard.SPACEBAR ]); var space = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); space.onDown.add(()=> { this.player.body.velocity.z = 300; }); } update() { // Move the player at this speed. var speed = 100; if (this.cursors.up.isDown) { this.player.body.velocity.y = -speed; } else if (this.cursors.down.isDown) { this.player.body.velocity.y = speed; } else { this.player.body.velocity.y = 0; } if (this.cursors.left.isDown) { this.player.body.velocity.x = -speed; } else if (this.cursors.right.isDown) { this.player.body.velocity.x = speed; } else { this.player.body.velocity.x = 0; } // Our collision and sorting code again. this.isoPlugin.arcade.collide(this.isoGroup, this.player, ()=>{}); this.isoPlugin.projector.topologicalSort(this.isoGroup); } Link to comment Share on other sites More sharing options...
Maksym Posted February 18, 2016 Share Posted February 18, 2016 How can I import my map from Tiled to phaser isometric? Sanju 1 Link to comment Share on other sites More sharing options...
Uayi Posted July 15, 2016 Share Posted July 15, 2016 Newbie question here: What is the recommended setup for getting a tile set to show up in game? I've used Tiled previously for orthogonal tile maps, but Phaser doesn't like isometric maps from Tiled. Is it better to avoid Tiled? Should I use a JSON atlas? I just want to be able to load an isometric level from a JSON file and have it show up. Any suggestions are greatly appreciated! Link to comment Share on other sites More sharing options...
lewster32 Posted July 19, 2016 Author Share Posted July 19, 2016 The plug-in does not currently support Tiled maps, or provide any isometric TileMap equivalent. Link to comment Share on other sites More sharing options...
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