Chris Andrew
Chris Andrew
The real fix here is not to scale physics at all, but instead detach camera scaling from physics entirely. [https://github.com/hexus/phaser-ce/compare/master...camera-transform](https://github.com/hexus/phaser-ce/compare/master...camera-transform) This is a branch I've been working on, but I've...
Looks great, but changes the resolution of the canvas! Ouch!
Also looks pretty nice, though it's using CSS, and the world is cropped if you zoom out further than 1x. I still think the best solution is to decouple the...
Good idea, I could put one together at some point.
Use [webpack](https://github.com/hexus/phaser-slopes/blob/7376bba140b5985c59b67a7db138f7fddb4401ae/webpack.config.js)! :smile:
This would likely fix #54, too.
Yes, I'm planning to port the plugin for Phaser 3. Development hasn't started yet, but I'm sure it'll show up in Phaser News once released.
I have plans to release a separate plugin for Phaser 3 that also includes similar improvements for MatterJS, not just Arcade. i.e. a solution to this problem without sacrificing tiles:...
Just to update this, [hexus/phaser-slopes](https://github.com/hexus/phaser-slopes) is now a thing after a month and a half of hacking away at MatterJS! The readme, tagged release and npm publish are in progress....
The aforementioned plugin has now been released. I'll post here and close this issue once it supports Arcade Physics.