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Phaser

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Phaser is a fast, free, and fun open source HTML5 game framework. It uses a custom build of Pixi.js for WebGL and Canvas rendering, and supports desktop and mobile web browsers. Games can be compiled to iOS, Android and native desktop apps via third party tools. You can use JavaScript or TypeScript for development.

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Gangryong
Gangryong commented Nov 14, 2019

Version

  • Phaser Version: 3.20

Description

Tilemap .filterObjects and .findObject both return GameObject but ObjectLayer objects is of type Array.<Phaser.Types.Tilemaps.TiledObject>
All Tilemap classes "properties" except the Tile class return "object" when it propably should be of type Array.<Phaser.Types.Tilemaps.TiledProperty>.

I propose adding the Phaser.Types.Tilemaps.TiledPro

javidcf
javidcf commented Jun 11, 2017

I was having trouble getting a body to collide with the world, and I finally realized that the collision only worked if I called updateCollisionMask() on the body. Right now this is only called by Phaser when you toggle the value of collideWorldBounds, so maybe the fix is just calling it at the end of the constructor of the body? I'm not too sure...

There is a demo at https://codepen.io/jav

cpet
cpet commented Apr 16, 2019

The correct plugin configuration seems to be the one used in the index.html file. Something like this should appear on the main page for the example to work correctly:
plugins: {
scene: [
{
key: "DragonBones",
plugin: dragonBones.phaser.plugin.DragonBonesScenePlugin,
mapping: "

bck2207
bck2207 commented Jul 27, 2017

If I follow the documentation and enter something like the following code

this.pointInput = game.add.inputField(300, 300, {
  type: 'text',
  forceCase: 'upper',
  max: '6',
});

It doesn't force the upper case and it also doesn't limit the length of entered text to 6 charactes as expected. In order to let forceCase work, you need to enter forceCase: 2.

the max property w

Created by Richard Davey

Latest release 12 days ago

Repository
photonstorm/phaser
Website
phaser.io

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