phaser3-docs | Phaser 3 Documentation and TypeScript Defs | Game Engine library
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Phaser 3 Documentation and TypeScript Defs
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QUESTION
I'm trying to make a button with cool-down animation with Phaser 3. Here is the code.
...ANSWER
Answered 2022-Jan-23 at 07:08The code in this solution, is not much shorter, but a bit more cleaner/reuseable.
I would use the Phaser Masks (here is the link to the documentation)
And create a helper class, to abstract the whole masking and tweening logic out of the scene.
This helper class makes, the button also reuseable (the name for the helper class is maybe not the best).
The main idea is:
- Create a mask the "masks" part of the image
- Alter the mask with the tween, the tween alters only the percentage of the circle that is visible / hidden.
- on the Tween Update Methode the Phaser Graphics Object (the mask) is rerendered.
Minor Update: corrected the mask starting angle, so that it matches with your example.
QUESTION
Note: my code is already running and rendering the sprite
just one click to play with
I'm learning a phaser3 loader example
here is the code I wrote
...ANSWER
Answered 2022-Jan-15 at 03:50If you want to use the third parameter you would have to use the string (or Texture Object), in this case the filename
from the atlas should work. Here the is relevant documentation
QUESTION
I'm trying to understand how Phaser.GameObjects.Container works. Here is the code.
...ANSWER
Answered 2022-Jan-12 at 16:22The problem is, that you are creating two containers this.menus = this.add.container();
.
Remove the second "creation", and it works.
(I took your example and commented the second creating out, and now it works as expected)
just in case:
this.add.container()
creates a container, and adds it to thescene
.
QUESTION
I'm learning Phaser3 following a tutorial.
Here is the code I ported from the tutorial.
...ANSWER
Answered 2022-Jan-06 at 18:23Well if you only tap, it doesn't move for a full second. just how long the key is hold down (can be some milliseconds).
And it also depends on the update rate of the update
function, it is not always constant. (you can see that through the parameter delta
passed to the update function, update(time, delta)
) Here the link to the documentation
If you want to test it, just hold the key for 1 second. btw.:
drag
andacceleration
can come also into play, if set.
Edited so that is logs the position after 1 second:
the results will vary depending on the computer, but for me it is about 80px
QUESTION
Im trying to work with the phaser 3 framework.
In order to load a spritesheet and create its animation I first load the spritesheet:
this.load.spritesheet('player', 'assets/spritesheets/player.png',{frameWidth:16,frameheight:16});
then I create the animation as follows:
...ANSWER
Answered 2021-Aug-26 at 13:44I believe there is something wrong with your sprite sheet 1health.png Did you check the size of it?
Try different dimensions in this line: this.load.spritesheet('1health', 'assets/spritesheets/1health.png',{frameWidth:94,frameheight:30});
And see does it work without any error? Maybe the image 1healt doesn't have the correct size.
I can check your image in Phaser if you give me a link to it?
EDIT
Everything works fine for me, here is how I display a sprite in a scene:
In loading.js:
QUESTION
I have been following this tutorial, https://learn.yorkcs.com/2019/02/07/build-a-space-shooter-with-phaser-3-3/ , to make games with Phaser 3 but since I want to deploy them online I'm converting the code to use with TypeScript as I am preparing it via an Ionic 5 app. In the tutorial, I'm supposed to set a player sprite's velocity. For clarity, there are two classes I must create, Entities.js
(which I created as entities.ts
) and Player.js
(which I made into player.ts
). The entities are supposed to be an extension of Phaser.GameObjects.Sprite
, and the player is supposed to be an entity, extending the entities class. So far, I get everything working except when reaching the part about setting the player's velocity.
This is my entities.ts
:
ANSWER
Answered 2020-Nov-16 at 23:12The error message indicates that your player body is one of these types 'Body | StaticBody | BodyType'
but StaticBody does not have a setVelocity
method. Typescript has the concept of typeguards to handle this situtation, where you work with union types that have different members.
The solution here, is to check if the this.body has a setVolicity function.
QUESTION
I am fetching images from URL, sometimes it fails with the message below.
...ANSWER
Answered 2020-Jun-29 at 19:08by adding a listener to loaderror
event, you can find which file has failed
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