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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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Climbing Ladders in Phaser 3, Part 1
Having delved into the mechanics of moving platforms, I take a break from platforms and look at ladders. Making Mr Dude climb ladders...
cedarcantab
Apr 21, 20229 min read
115 views
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Phaser Coding Tips 4 "Cloud Platforms" Revisited
Further to my revisit of Phaser Coding Tips 3 (original Phaser 2 tutorial here), where I went beyond the scope of the original tutorial...
cedarcantab
Apr 13, 20228 min read
9 views
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Phaser Coding Tips 3 Revisited, Part 3: "Ride on" Elliptical Platforms
In the previous post I explained how Mr Dude can be made to ride on platforms that move in straight lines, even diagonal lines. In this...
cedarcantab
Apr 11, 20222 min read
22 views
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Phaser Coding Tips 3 Revisited, Part 2: "Ride on" Vertical Moving Platforms
Vertically moving platforms The previous post dealt with platforms that are moving horizontally. Now we come to deal with vertical moving...
cedarcantab
Apr 10, 20227 min read
40 views
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Phaser Coding Tips 3 Revisited, Part 1: "Ride on" Platforms
Platform Game Tutorial: "Ride on" Platforms Continuing the journey through the fantastic tutorial series (for Phaser 2) by the great...
cedarcantab
Apr 9, 202210 min read
91 views
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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...
cedarcantab
Apr 5, 20222 min read
16 views
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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...
cedarcantab
Mar 31, 20223 min read
56 views
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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...
cedarcantab
Mar 30, 20225 min read
97 views
1 comment


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...
cedarcantab
Mar 29, 20227 min read
64 views
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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...
cedarcantab
Mar 28, 202212 min read
66 views
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Understanding 2D Physics Engines with Phaser 3, Part 12: SAT - Polygon vs Line Collision Detection
This post will be short. It is about using the separating axis theorem (SAT) to detect collision between polygon and line segments. Just...
cedarcantab
Mar 26, 20221 min read
14 views
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Understanding 2D Physics Engines with Phaser 3, Part 9: Capsule to Capsule Collision and Resolution
Capsules Phaser 3's default arcade physics engine handles physics bodies as either rectangles (AABB only) or circles. It appears that in...
cedarcantab
Mar 21, 20225 min read
17 views
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Understanding 2D Physics Engines with Phaser 3, Part 8: Triangle Collisions
Triangle vs Triangle Collision Detection with Rotation In a prior post I took a quick look at GetRectagleToRectangle method of Phaser's...
cedarcantab
Mar 14, 20223 min read
21 views
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Understanding 2D Physics Engines with Phaser 3, Part 7: Rotation
Rotation in a plane So far we have dealt with circles and axis-aligned boxes. Collision detection, resolution and response becomes...
cedarcantab
Mar 10, 20224 min read
8 views
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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...
cedarcantab
Mar 7, 20229 min read
21 views
0 comments


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...
cedarcantab
Feb 28, 20226 min read
39 views
0 comments


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...
cedarcantab
Feb 22, 20225 min read
6 views
0 comments


Physics Simulation in Javascript: Circle to Circle Collision Resolution
Resolution of collisions between two circles In the previous post we discussed how to assess whether two circles are colliding, or...
cedarcantab
Feb 9, 20224 min read
16 views
0 comments


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...
cedarcantab
Feb 7, 20223 min read
29 views
0 comments


Phaser Coding Tips 7 Revisited: Creating a Shoot-em-up Tutorial
For those new to the art of creating shoot-em-up games using Javascript/Phaser framework like me, there is a fantastic tutorial here by...
cedarcantab
Feb 4, 20227 min read
92 views
0 comments
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