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COZY COZY WORLD
I am an ordinary Japanese salaryman in his 50's.
The posts are mostly about my attempts at programming which I have taken up recently to maintain logical thinking.
And a bit about my travels around the country.
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cedarcantab
May 14, 20225 min read
Partial Tile Collision in Phaser 3: Climbing "Slopes"
Having worked out the basic logic for detecting collisions with partial tiles, there is light at the end of the tunnel to making Mario...
42 views0 comments
cedarcantab
May 14, 20224 min read
Partial Tile Collision in Phaser 3: The Basics
Finally, we go beyond recreating (cut-down version of) Phaser's arcade physics engine, and tackle the problem of partial tiles. The...
48 views0 comments
cedarcantab
May 13, 20224 min read
Pixel Perfect Tile Collision in Phaser 3, Part 2
Introducing gravity and bounce In the previous post I got as far as recreating basic tile collisions for my CozyPhysics engine. The...
24 views0 comments
cedarcantab
May 12, 20229 min read
Pixel Perfect Tile Collision in Phaser 3, Part 1
Cozy Physics Engine: Starting from the beginning Now that I have gained some understanding of how Phaser's arcade physics engine deals...
38 views0 comments
cedarcantab
May 10, 20227 min read
Pixel Perfect Tile Collision in Phaser 3, Part 0B
In this post, I continue to explore the insides of the Phaser arcade physics engine relating to sprite vs tile collisions. Detecting...
20 views0 comments
cedarcantab
May 9, 202210 min read
Pixel Perfect Tile Collision in Phaser 3, Part 0A
In my exploration of the various mechanics involved tile map based games, I have, among others, used the original Donkey Kong game (which...
61 views0 comments
cedarcantab
May 5, 20224 min read
"One-way" / "Pass-through" Platforms in Phaser 3: Tile Maps
As we saw in the previous post, it is remarkably easy to create "one-way" platforms using sprites. However, what about using tilemaps?...
130 views0 comments
cedarcantab
May 4, 20223 min read
"One-way" / "Pass-through" Platforms in Phaser 3: Sprites
In this post we explore platforms commonly referred to as "one-way", ie the ones that you can "jump through" from the bottom and land...
176 views0 comments
cedarcantab
Apr 5, 20222 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 5
Customer Path Follower, Revised! Further to the previous where I developed my own version of the Path Follower object which relies on...
15 views0 comments
cedarcantab
Mar 31, 20223 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 4
In the previous three posts, we looked at the various interpolation methods Phaser 3 offers, followed by a look at the...
47 views0 comments
cedarcantab
Mar 30, 20225 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 3
Continuing on from the previous post about my exploration of Phaser 3's capabilities to generate splines and motion paths, and using...
93 views1 comment
cedarcantab
Mar 29, 20227 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 2
Continuing on from the previous post about my exploration of Phaser 3's capabilities to generate splines and motion paths, this post is...
55 views0 comments
cedarcantab
Mar 28, 202212 min read
Phaser Coding Tips 8 "Sprite Motion Paths Tutorial" Revisited, Part 1
When creating shoot-em-ups, you want to have enemies flying in different patterns. You can certainly get sophisticated patterns by using...
63 views0 comments
cedarcantab
Mar 7, 20229 min read
Understanding 2D Physics Engines with Phaser 3, Part 6: Rectangle Collision Detection & Resolution
Axis Aligned Rectangle Collision Detection and Resolution Having worked through the logic of collision detection between circles and...
10 views0 comments
cedarcantab
Feb 28, 20226 min read
Understanding 2D Physics Engines with Phaser 3, Part 5: Circle vs Line Collisions
Handling collisions between Circle and Line We covered the topic of colliding circles against axis aligned lines. In this post we cover...
34 views0 comments
cedarcantab
Feb 22, 20225 min read
Understanding 2D Physics Engines with Phaser 3, Part 4: Circle Collision Response with Mass
Collision Response in Circle2Circle with mass In the previous post I developed the crudest form of collision response; that of two...
2 views0 comments
cedarcantab
Feb 15, 20225 min read
Physics Simulation in Javascript: Circle2Circle Collision Response (Bounce)
Circle vs Circle Collision Response In the previous post I covered: detecting collisions (strictly speaking, overlap) between two...
29 views0 comments
cedarcantab
Feb 7, 20223 min read
Physics Simulation in Javascript: Circle to Circle Collision Detection
Collision Detection and Collision Resolution between 2 Circles One of the core functions of a physics engine is of course to detect when...
29 views0 comments
cedarcantab
Jan 21, 20224 min read
Space Invaders in Phaser 3 (Part 15): Beginning Game Sequence & Flashing Text
In this post I look at the beginning of game sequence. Prompt Player Screen In the original game, when the game starts, the screen is...
4 views0 comments
cedarcantab
Oct 5, 20214 min read
Danmaku using Phaser 3 (step 17): Intermittent Revisited
In lesson 4 I built a danmaku class that fired bullets on an intermittent basis. At that time, I had a basic danmaku object class and for...
4 views0 comments
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