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irisnegro
@irisnegro_twitter
sorry the offset is 5 not 36, if I want to start at (0,0) I have to write (5,5) if I want to go all to the right I need to write me.game.viewport.width+5
irisnegro
@irisnegro_twitter
(I think it started near version 5 of melonJS)
Olivier Biot
@obiot
to draw shape you can directly use the drawing function of the renderer
you can either directly pass a shape object (me.Polygon or other) or just involve the fill/stroke function to draw line square , etc...
see all the strokeXXXX and fillXXXX functions
Kevin Prehn
@kvn-prhn
hey all, sorry if this is a simple question, but is there a way to force rendering to respect z position? I have a sprite with a very positive z-index but it is still being drawn behind another entity with a much smaller z position.
Olivier Biot
@obiot
really ? z ordering is enable by default actually
how do you specify the z value for each sprite ?
Kevin Prehn
@kvn-prhn
I use this.pos.setMuted(x, y, z) and make z the z value
I set it to the same value as above when adding it with me.game.world.addChild(child, z)
and then call me.game.repaint() right after
Kevin Prehn
@kvn-prhn
I could be doing something else wrong but I'm not sure
kapilpipaliya
@kapilpipaliya
Hello, I am totally new to melonJS. is there an IDE available.?
Olivier Biot
@obiot
@kvn-prhn why do you use setMuted ? this prevents the engine to automatically update the absolute position of the child in the world, did you try the "standard" set function ?
irisnegro
@irisnegro_twitter
@kapilpipaliya it's javascript soo you can pick you favorite text/code editor that works with javascript.
kapilpipaliya
@kapilpipaliya
thanks
kapilpipaliya
@kapilpipaliya
hello melonjs does support android mobile browser properly?
Olivier Biot
@obiot
Yes
kapilpipaliya
@kapilpipaliya
Thanks
Fernando Doglio
@deleteman
Hello everyone, I'm just wondering if there are any updated docs for version 7.x? because I was following the platformer tutorial for 6, but when I switched to 7.1, the thing stopped working
thanks!
Olivier Biot
@obiot
Hi yes
I would be curious to know what is the issue once you find it !
Fernando Doglio
@deleteman
thanks Olivier! Sorry it took me a while to reply. I started using the platformer example that comes with 7.1 and I'm good, the tutorial for version 6 wasn't 100% compatible, but I ditched it and with the sample code I'm good. thanks for the help!
Olivier Biot
@obiot
👍
Fernando Doglio
@deleteman
hello, me again
are there any consideration to have when creating the maps on Tiled regaring image layers? I'm setting my image layers for the paralax effect, and they're all out of alignment for the Y axis...
I need to offset them quite a bit, but from what I see are the actual limits of the map so that on screen, they'll be correcly shown
further more, the collision blocks are not really where I want them..
could this be due to my map's dimenions? or the screen dimensions I'm requesting?
I'm using a 2048x512 px map, and requesting a 800x512px resolution
mainly because of all the POT thing, should I instead make the map taller than my resolution?
Ethelex
@Ethelex
hi
sgaxr
@sgaxr
Hi
Richard van Zon
@rvanzon
Hi, I have some kind of weird question. I developed a music game where players use Midi-keyboards to play notes and earn points for that. On top of that points can be earned be catching powers with a ‘catcher’. Hereby a screenshot: https://www.dropbox.com/s/qwh8nclg7jid6ar/Screenshot%202019-09-30%2019.41.36.png?dl=0
Now, a user reports to me that sometimes the powerups are not ‘caught’ and go through the catcher. The catcher is the wit U-shaped thingie. They can be moved with the reverb-knob of the keyboard. I use simple build-in MelonJS-collision detection for this.
I can not reproduce this problem. But I saw a video of the problem. So it’s real! ;)
Any ideas where to look to solve this?
Richard van Zon
@rvanzon
Got it ;-) It was not the collission detection. Powerups have the property isCaught which, obiously, is set when the powerup is caught. Only it is not set to false when it’s put back in the pool. So already caught entities are retrieved from the pool…
Olivier Biot
@obiot
👍
Happy you found the pb, and yes using the object pool can be tricky :)
beardhero
@beardhero
trying to make only the top object in the z order be clicked. i return false on the click event, but the objects under it still get clicked
devnewton
@devnewton
hello
devnewton
@devnewton
I try to figure how to use some spritesheet ( like https://jb3.devnewton.fr/pasted/2da929eb-8783-4162-87a2-80ac4350ab81.jpg ). Is it possible to define the atlas manually? Melonjs documentation only talk about Texture Packer or Shoebox, but I organize my sprite atlas myself and dont want to depends on other software.
Richard van Zon
@rvanzon_gitlab
Hi, is it possible to run two games in different browser-windows simultaneously?
Richard van Zon
@rvanzon_gitlab
I tried to me.sys.pauseOnBlur = false, but the game still pauses when a windows gets deactivated
beardhero
@beardhero
I've looked through every thread I can find and I can't figure out how to build my project. I'm using the boilerplate with grunt, and it fails building when there are any es6 elements I guess. Can I please get a clear guide on how to build?