p2js | IWL Perl To Javascript converter | Runtime Evironment library
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kandi X-RAY | p2js Summary
IWL Perl To Javascript converter
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QUESTION
I am trying to make a 'bullet' from the var weapon shoot in a certain direction, this bullet is actually a pokemon ball as I am just making a practice game.
I cannot seem to make the 'bullet' go in the direction that I would like it to, I entered: weapon.body.velocity.x = -100;
under the: if (cursors.left.isDown)
but this did not work, when I pressed any key the screen would just freeze.
Please help me make the 'bullet' go in the direction I want.
...ANSWER
Answered 2017-Aug-10 at 20:12Try changing
QUESTION
I'm trying to extend Phaser by adding a new Phaser.Physics.Box2D
module. Internally Phaser already use this module but it's an additional plugin and I want to define my own.
I'm using TypeScript for my project. And I want to use it to extend phaser the right way. I found this issue that explain how to add a new definition (interface) but nothing about the addition of code (an implementation).
Here is what I tried (I also tried many variants).
...ANSWER
Answered 2018-Jul-14 at 20:26You're not supposed to directly modify or extend external packages, because if the module is updated, then the code you added would be rewritten. Unfortunately, it is impossible to directly modify a library.
The way most developers get around this is by writing their own augmentations and wrappers in their source code. That way, this custom class you have won't be rewritten by new npm install
s.
This is not unique to TypeScript, that's how it works for JavaScript too. The only reason you can augment types by yourself is because not all packages are typed, and for the sake of static typing, TS assumes you know better. Additionally, those types are not in the compiled code, so modifying them has no effect on the end product. However, for the actual executable code, TS and JS assumes that library author is right, forcing you to put your own changes in your own codebase.
QUESTION
I can't seem to figure out how to make the animations work when moving the character, when I press a key down, the animation plays through the whole sprite sheet instead of one row, the animation also doesn't stop when I let off of the key. I want to be able to make the animation work in different rows, for example if I press the down arrow I want the first row to play only, and when I let go I want it to stop.
Please help me with this code to animate my character with the different rows when I press different keys, and be able to stop the animation when I let go of a key.
as you can see, the first row of the image is for when you press the down key, second row for left key, third row for right key, and fourth row for up key.
I am using a the Phaser javascript framework by Photon Storm.
JavaScript, game.js:
...ANSWER
Answered 2017-Aug-08 at 14:04first, you need to define multiple animations in create()
. One for each direction.
https://phaser.io/docs/2.6.2/Phaser.AnimationManager.html#add
QUESTION
I have a file pickle.png
with a custom hitbox in a pickle.json
file like this which I created using PhysicsEditor.
ANSWER
Answered 2017-Mar-26 at 04:40I had to change the following lines
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