Posts Tagged ‘motion’
3rd Mar 2015
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In the last issue we covered how to make a bullet pool and various shoot-em-up weapon types. This time we’re exploring a way to create waveforms, or paths for your baddies to follow. Motion paths don’t apply to just shoot-em-ups of course. They’re useful for nearly all types of game, and as you’ll learn are quick to create.
Get the source
I’m only going to highlight the most important parts of the code here. So please always look at the source first. If you’ve questions about something I didn’t cover then ask on the forum.
Clone the phaser-coding-tips git repo.
Hidden away within the
Phaser.Mathclass are three rather innocuous methods:
catmullRomInterpolation. Unless you’ve ever had a specific need to investigate these they have probably sat there unloved, even though they’ve existed since the beginning of Phaser.
Yet use them in the right way and you can create paths just like this one:
Pretty neat huh?
So how can we get them to work for us? Read More
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