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@WilliamfShaw
### Context
When submitting an issue provide some context as to what the problem is. This includes but is not limited to:
- What User Story you are currently working on
want to shoot…
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Currently the generator uses phaser.min, this build is 745 KB while most of the time I never use P2 Physics. An arcade physics build is 568KB and no physics is 503KB.
So I wonder, what do you think o…
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A request for this feature with the ability for sprites itself to reset to original frame state when the overlap is false.
```
game.load.spritesheet('woodenplank', 'w.png', 200, 30);
game.physics.st…
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Setup:
- A world that is larger than what the camera is showing (I have a tilemap with 640 x 2000 and a camera with 640 x 640).
- A sprite that is put at the "bottom" of the world (ex position 320 x 1…
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I would like to have the option to keep flying when hit the bottom of a tile in the midle of a jump.
A lot of games dont cut your jump when collide vertically, they just adjust your position, but dont…
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..or at least I think that's what's happening.
I have a Preload.js game state that uses a preload bar with loader.setPreloadSprite(). Once it loads it switches to MainMenu.js which has a "start" but…
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I have the following code in my render loop:
``` Javascript
render: function () {
if (_debug)
{
game.debug.body(_sprite);
game.debug.bo…
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After adding a TilemapLayer to a group and rotating the group, the layer clips to the width/height of the canvas. In addition, collision detection seems fail after rotating allowing the controlled spr…
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1. simple collision systems study from phase.js
2. physical and rigidbody porting from odin
3. box2d and other physical system support??
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Hi.
I just want to ask about the Phaser custom builds, regarding the physics engines provided with each custom script.
Now, I know that latest versions of the standard library include only the P2 an…