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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 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 28, 20226 min read
Conveyor Belts in Phaser 3
Having looked at moving platforms and ladders, I take a look at conveyor belts, as found in the classic Donkey Kong game (the very...
74 views0 comments
cedarcantab
Apr 23, 20225 min read
Climbing Ladders in Phaser 3, Part 3
In this post, I finish off this series on my exploration of making characters climb ladders, by looking at making character climb ladders...
55 views0 comments
cedarcantab
Apr 22, 20226 min read
Climbing Ladders in Phaser 3, Part 2
In the previous post I delved into how you can make characters climb ladders and run across platforms made out of sprites. In this post I...
42 views0 comments
cedarcantab
Apr 21, 20229 min read
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...
113 views0 comments
cedarcantab
Apr 13, 20228 min read
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...
9 views0 comments
cedarcantab
Apr 11, 20222 min read
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...
19 views0 comments
cedarcantab
Apr 10, 20227 min read
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...
31 views0 comments
cedarcantab
Apr 9, 202210 min read
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...
81 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 26, 20221 min read
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...
14 views0 comments
cedarcantab
Mar 21, 20225 min read
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...
8 views0 comments
cedarcantab
Mar 14, 20223 min read
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...
18 views0 comments
cedarcantab
Mar 10, 20224 min read
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...
5 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
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