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About ctmartinez1992
- Birthday 07/25/1992
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Gender
Male
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Location
Portugal
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Interests
Fookin metal, technology!!!
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ctmartinez1992's Achievements
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You would think so, but changing that property does nothing. I tried put it before starting the emitter, after starting the emitter, on the update, nothing works. I can't find anything relevant on the source code and looking at my code. This is the only time i use gravity parameters and as soon as i comment the arcade gravity line, it works just fine.
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Hi, i have this code that i straight up copied from the the phaser examples: //Rain this.emitter = game.add.emitter(400, 0, 400); this.emitter.width = this.game.width; this.emitter.makeParticles('rain'); this.emitter.minParticleScale = 0.1; this.emitter.maxParticleScale = 0.5; this.emitter.setYSpeed(300, 500); this.emitter.setXSpeed(-5, 5); this.emitter.minRotation = 0; this.emitter.maxRotation = 0; this.emitter.start(false, 1600, 5, 0); //Arcade physics this.game.physics.arcade.gravity.y = GRAVITY;Basically, it's just simulating rain. However, it seems that the arcade gravity is also applied to the emitter because if i comment the gravity line, the rain works fine. I can't seem to find a way to apply a custom gravity to rain. Is there any solution? Thanks in advance.
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Kapsonfire reacted to a post in a topic: Making text stick to a button / using the 'parent' property
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Dream Of Sleeping reacted to a post in a topic: Sprite inheritance problem
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Or you're correct and i'm a dumbass because i forgot that he is doing inheritance Carry on...
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You are correct, kill() only changes some variables to "kill" the sprite out of the game and does not remove from memory but, i don't think there is enough information in the original post for me to jump to a conclusion. You can post more information (code, debug screens, better explanation of your code); you can debug deeper into phaser; or you can use groups and recycle sprites using the combo kill()/revive() Sorry if that doesn't help you much but it's what i can do with what you posted and my current knowledge of Phaser. Best of lucks!
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Cool, that's a lot of stuff
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Making text stick to a button / using the 'parent' property
ctmartinez1992 replied to wombat's topic in Phaser 2
I'm almost positive that you can do this: button.addChild(text); //Appends the text as a child of the buttonbutton.getChildAt(0); //Obtains the child in position 0 of the buttonThis seems to be what you're trying to accomplish and you don't need the group -
Oh, he actually has that in the code? I assumed it was to show that the rest of the code was irrelevant
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How about killing the sprite, you can try with that, not quite the same thing if i'm not mistaken but, it might be a solution. gem.gem.kill();
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I'm not sure if the way you did is an alternative to what i do but, to add a sprite i do like thus: game.add.sprite(110, 350, 'lizard');The way you're doing might work but i have never seen anyone do it like that.
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I would like to have something to show but, i have never found anything too much complex. One of this days i swear to god i'll right one and be done with it. For the time being you can make some simple, not too complex, menus with tweens and Phaser.Button
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Wow, 1 year of phaser, let's hope it goes for another year.
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Mike reacted to a post in a topic: The Monthly Phaser Examples Contest
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Made a simple Fade Out Fade In State transition method or, how i llke to call it FOFIST! Put this code in a separate file and call it something like Fade.js function Fade() { }/*** @parameter {nextState} - String - The state you want to move on to* @parameter {time} - Integer - (OPTIONAL) time it takes to make said transition*/Fade.fadeOut = function(nextState, time) { this.nextState = nextState; this.time = (time === 'undefined') ? 500 : time; var bg = game.add.graphics(0, 0); bg.beginFill('#000000', 1); bg.drawRect(0, 0, game.width, game.height); bg.alpha = 0; bg.endFill(); var tween = game.add.tween(bg); tween.to({ alpha: 1 }, this.time, Phaser.Easing.Linear.None); tween.onComplete.add( function() { game.state.start(this.nextState); var bg2 = game.add.graphics(0, 0); bg2.beginFill('#000000', 1); bg2.drawRect(0, 0, game.width, game.height); bg2.alpha = 1; bg2.endFill(); return game.add.tween(bg2).to({ alpha: 0 }, this.time, Phaser.Easing.Linear.None); }, this); tween.start();};And then you can simply call it with Fade.fadeOut('Nameofthestate');Hope i could help!! P.S. I would like to make something more elaborate that would allow you to change colors but, i can't seem to find a way to change colors without having to use the debug
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That is phenomenal, excellent read... You know what's funny, i never had this problem on older games i made where i had the same combination of keys and i didn't had this problem but suddenly, i can't do it on this game or other games. Do you think that it might be a driver problem instead?