hi ya,
sorry for the late reply, only just revisited the forum here to check in and see whats new.
Not sure if you fixed your problem, but here is my build details:
I'm using Phaser-CE (its a fork of phaser for community edition) since phaser stopped version 2 to work on 3, phaser has been released to the community to add new features.
All of the changes i have made for creature will be in the phaser-ce build.
here is where the project located: https://github.com/photonstorm/phaser-ce
here is a code example using 2.9.2 https://codepen.io/anon/pen/yPPmgG
when you build phaser-ce, you will need to create a custom build ensuring creature is selected (Details of custom build is in the README.md) and make sure your creature related js files are loaded before phaser.js files for development, or if you are building the min file for production, it should all be included.
if you take a look at the codepen above, you can see the load details.
It's deffinetly worth giving the CE version a go, because i have added lots of improvements and fixes for anchor points, scaling, tinting, alpha, multiple animations and some more besides.
Hope that helps.
PhaserJS 2.4 released with integrated Creature support!
Re: PhaserJS 2.4 released with integrated Creature support!
I just had a proper read of the thread.
I think the problem has come because i havent merged in the full changes from https://github.com/kestrelm/Creature_WebGL into https://github.com/photonstorm/phaser-c ... n/creature and this is why you are seeing differences between the files (and the same version number, - i didnt change them just patched in the bits i needed)
i cherry picked the parts which i needed to get the new phaser core functionality working for, anchor points, scaling, and multiple animations, input handlers / events / hit box for clicking on creature objects etc .
I think to fix that I will look to import the full latest files from https://github.com/kestrelm/Creature_WebGL into the phaser-ce files and look to implement some of the new functionality which has gone in (such as auto blend).
I think the codepen link above is a good starting point for how to setup a creature object in phaser.
to build a version of phaser-creature.js for use,
if you want specific functionality from the creature runtime (https://github.com/photonstorm/phaser-c ... eshBone.js) which isnt in the phaser core (https://github.com/photonstorm/phaser-c ... reature.js), then you can simply create some new methods on it (https://github.com/photonstorm/phaser-c ... reature.js) and call into the creature runtime (https://github.com/photonstorm/phaser-c ... eshBone.js), i've done it a little and its not too bad once you understand whats going on, if you have added good changes, you can issue a pull request to the phaser-ce project and then we can all benefit
I think the problem has come because i havent merged in the full changes from https://github.com/kestrelm/Creature_WebGL into https://github.com/photonstorm/phaser-c ... n/creature and this is why you are seeing differences between the files (and the same version number, - i didnt change them just patched in the bits i needed)
i cherry picked the parts which i needed to get the new phaser core functionality working for, anchor points, scaling, and multiple animations, input handlers / events / hit box for clicking on creature objects etc .
I think to fix that I will look to import the full latest files from https://github.com/kestrelm/Creature_WebGL into the phaser-ce files and look to implement some of the new functionality which has gone in (such as auto blend).
I think the codepen link above is a good starting point for how to setup a creature object in phaser.
to build a version of phaser-creature.js for use,
Code: Select all
Download the latest phaser-ce version
Run `npm install` (to install dependancies)
Run `grunt creature` (this will create the phaser-creature.js file for use)
include the phaser-creature.js and setup a phaser project as you would normally, and then look at the codepen example above for how to load in a creature object.
Re: PhaserJS 2.4 released with integrated Creature support!
@abutkus : Fantastic Work! The codepen example is very exciting to open and try out. Much appreciated
Cheers
Cheers
Re: PhaserJS 2.4 released with integrated Creature support!
Thanks,
Is there a list of features which have been released between June and now for new functionality in the creature html5 runtime?
It may help me to pick out functionality which I can add into the phaser core
Is there a list of features which have been released between June and now for new functionality in the creature html5 runtime?
It may help me to pick out functionality which I can add into the phaser core
Re: PhaserJS 2.4 released with integrated Creature support!
Hello,
Take a look at the commits here:
https://github.com/kestrelm/Creature_We ... its/master
So a couple of them you might be interested in:
Bug fix for blending:
https://github.com/kestrelm/Creature_We ... 1cbdb0ed9d
FlatBuffers id loading Bug fix:
https://github.com/kestrelm/Creature_We ... 7e0e80ff74
Gap Step Animation Compression support ( new Game Export feature added to Creature recently):
https://github.com/kestrelm/Creature_We ... 2e31dacbbd
Cheers
Take a look at the commits here:
https://github.com/kestrelm/Creature_We ... its/master
So a couple of them you might be interested in:
Bug fix for blending:
https://github.com/kestrelm/Creature_We ... 1cbdb0ed9d
FlatBuffers id loading Bug fix:
https://github.com/kestrelm/Creature_We ... 7e0e80ff74
Gap Step Animation Compression support ( new Game Export feature added to Creature recently):
https://github.com/kestrelm/Creature_We ... 2e31dacbbd
Cheers