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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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Understanding 2D Physics Engine with Phaser 3, Part 1.3: The Cross Product
The Cross Product Some mathematicians will tell you that the vector cross product does not exist in 2D. If you search for a wiki page on...
cedarcantab
Jan 29, 20223 min read
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Understanding 2D Physics Engines with Phaser 3, Part 1.2: The Dot product
Projections or the Dot Product In the previous post, I explained the extremely useful Vector2 class built into Phaser 3. In this post, I...
cedarcantab
Jan 28, 20223 min read
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Physics Simulation: Vector object
2D Vectors in Javascript Before I start actually trying to code the laws of physics, it's useful to remind ourselves about vectors and...
cedarcantab
Jan 27, 20223 min read
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Physics Simulations in Javascript: Introduction
(Let's code a Physics Engine from scratch) When you code any game involve stuff moving about and colliding with each other using some...
cedarcantab
Jan 26, 20224 min read
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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...
cedarcantab
Jan 21, 20224 min read
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Space Invaders in Phaser 3 (Part 14): Typewriting Text and the End of Game
Game Over Sequence When the player is hit, and last life is lost it is game over. As soon as the player is hit, the aliens stop moving,...
cedarcantab
Jan 21, 20223 min read
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Space Invaders in Phaser 3 (Part 9): Drawing the Shields
I am sure you would be familiar with hte 4 shields in the game. The distinguishing feature is the way the shields get damaged gradually...
cedarcantab
Jan 15, 20229 min read
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Space Invaders in Phaser 3 (Part 7): Heads Up Display
Further to the previous blog, this is another simple and short one, where I document the way I created the "heads-up-display" (HUD)....
cedarcantab
Jan 12, 20226 min read
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Space Invaders in Phaser 3 (Part 5): Drawing and Moving the Invaders
Now we start getting into the guts of the game. Drawing and moving the aliens. For those who have played the actual game, the behaviour...
cedarcantab
Jan 10, 202214 min read
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Space Invaders in Phaser 3 (part 4): The Splash Screen (or at least a part of it)
The order is a bit backwards, but before I go onto documenting the guts of the game, here's a post about how I created the splash screen....
cedarcantab
Jan 10, 202211 min read
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Space Invaders in Phaser 3 (Part 3): Making the Player shoot
In the previous post I documented how I created the Space Invader' player which can move left and right by pressing the cursor keys. In...
cedarcantab
Jan 10, 20229 min read
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Space Invaders in Phaser 3 (Part 1): Structuring the Game Code
Having played the game in the arcades in my teenage years a lot, I needed to understand the game logic. There are numerous tutorials on...
cedarcantab
Jan 9, 20224 min read
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Space Invaders in Phaser 3 (Part 0): The Beginning
I have worked on the Danmaku project pretty much non-stop for several months. Whilst there are plenty more that I want to do, I have...
cedarcantab
Jan 9, 20226 min read
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Danmaku using Phaser 3 (lesson 40 part 6): Angle Offset as Arrays
We continue our series of accepting arrays as parameters - in this post, it is the angle offset paramter. Changing the angle of the...
cedarcantab
Dec 4, 20212 min read
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Danmaku using Phaser 3 (lesson 40 part 4): Curve, Gravity, Acceleration, Rotation as Arrays
I continue to expand the scope of parameters which can be passed as arrays. With parameters that are passed "as-they-are" to the...
cedarcantab
Nov 28, 20213 min read
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Danmaku using Phaser 3 (lesson 40 Part 3): Defining Bullet Speed as Arrays
In the previous 2 posts, we went as far as the code to accept arrays for bullet texture/frame, number of cannons and cannonAngleRange...
cedarcantab
Nov 26, 20214 min read
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Danmaku using Phaser 3 (lesson 40 Part 2): Number of Cannons and Angle Range as Arrays
In the previous post, we went as far as the code to accept arrays for bullet texture/frame. In this post, I continue my exploration into...
cedarcantab
Nov 25, 20213 min read
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Danmaku using Phaser 3 (lesson 40 Part 1): Defining Bullet Texture as Arrays
I have come a long way in terms of adding parameters to define the danmaku pattern, the way bullets are fired via the cannonConfig, and...
cedarcantab
Nov 24, 20213 min read
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Danmaku using Phaser 3 (lesson 39): DRAW re-re-revisted
Having recoded the entire nway/multi-nway code and the PAINT code to allow firing of PAINT pictures off multi-nways, I set about doing...
cedarcantab
Nov 22, 20216 min read
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Danmaku using Phaser 3 (lesson 38 Part 2): PAINT re-revisited
In this post, I continue my re-write of the PAINT danmaku which has been changed for the following: the picture data, rather than being...
cedarcantab
Nov 14, 20214 min read
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