I would appreciate any and all wisdom you can give me. Thank you in advance. Assumptions I wrote a Javascript game using a game engine called Phaser.js. Issue. [ ] When accessing the URL in the response, an image that is only black is displayed. Response content from imgurAPI {“id”:”dwdGkep”,”title”:null,”description”:null,”datetime”:1672621440,”type”:”image/png”,”animated”:false,”width”:800,”height”:800,”size”:12914,”views”:0,”bandwidth”:0,”vote”:null,”favorite”:false,”nsfw”:null,”section”:null,”account_url”:null,”account_id”:0,”is_ad”:false,”in_most_viral”:false,”has_sound”:false,”tags”:[],”ad_type”:0,”ad_url”:””,”edited”:”0″,”in_gallery”:false,”deletehash”:”445HisfrUgBgogT”,”name”:””,”link”:”https://i.imgur.com/dwdGkep.png”},”success”:true,”status”:200} Since “success”:true, “status”:200, the upload process itself seems to be
Tag: phaser-framework
Best solution for Phaser 3 pathfinding? [closed]
Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers. We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations. Closed 3 months ago. Improve this question I have a game and I want to be able to
Change collision width and height of individual tiles in a tilemap
I’m working on a game in Phaser 3, and need to be able to change the collision width and height of the wall tiles to something other than the width of the images, but I can’t find anything that doesn’t involve Tiled, which I can’t use as it’s a procedurally generated game. I found a method to change the size
Limit dragged line to an arc / radius of a given length
I’m currently using Phaser 3, although my question isn’t technically restricted to that framework, as it’s more of a general JS/canvas/maths question, but: I have a line drawn with graphics(). It’s anchored at one end, and the other end is draggable. I made a quick demo and so far, so good – you can see what I have already on
Change modal height based on it’s content
I’m trying to create a modal scene for my phaser 3 project. here is my current code in modal.js: as you can see in my code, I’m trying to add different contents to modal based on modelName but I couldn’t find a way to change modal height based on it’s content. how can I do this? Answer A solution is,
Phaser 3 with Unity Ads
I am trying to make a playable on Unity Ads using Phaser 3 but it seems that there are multiple specifications to use it, one of the Unity Ads specifications and as in their documentation “Advertisements should be designed not to need any network requests (XHR), but for example, analytics calls to track user interaction are allowed” So I don’t
how to change character in phaser js i face issue
I set value of character but first time is work fine charter changed but when gameover then if i change the character value will be changed but character still same which i choose first time. this.charSelect is the variable where charachter name are stored. the value of this.charSelect is change but character still same here is above character loading in
How do you prevent player from jumping up walls using the matter physics engine with a tilemap in Phaser 3
Im trying to create a platformer game in phaser 3 using the matter physics engine, currently im trying to create levels using tiled, I have gotten to a point where the player can’t infinitely jump however they can still jump up walls. Im currently trying to make it so they can only jump if they are colliding with a specific
How can I stop animation loop, but not mid-animation in Phaser 3?
I have an animation, which usually is supposed to play 3 times, thus the config currently says repeat: 2. However, under a certain condition (the player stops dragging an element) I want the animation to finish and stop without repeating. By that I mean I don’t want it to stop right at the frame it is at the second, but
Phaser 3: Show Interactable area
The game I’m creating doesn’t require any physics, however you are able to interact when hovering over/clicking on the sprite by using sprite.setInteractive({cursor: “pointer”});, sprite.on(‘pointermove’, function(activePointer) {…}); and similar. I ran into some issues with the interactive area and wanted to debug it by showing the “area” that is interactable. However I could only find ways to do that that