Chris Andrew

Results 42 comments of Chris Andrew

I've taken quite a break from Phaser related work lately, so I haven't continued development on these projects. I'm still interested in implementing it though, as part of the [hexus/phaser-slopes](https://github.com/hexus/phaser-slopes)...

I totally empathise with that enthusiasm! Slopes are game-changers, pun intended. :smile: For the plugin, I would likely override the method if there was no easy way to augment Arcade's...

Hello! I still haven't taken the time to implement this for the Arcade Physics engine in Phaser 3 over the past year because I haven't needed it for my own...

Hi @valueerrorx. This plugin (phaser-arcade-slopes) is not Phaser 3 compatible. [hexus/phaser-slopes](https://github.com/hexus/phaser-slopes) is, however it implements smooth collisions for contiguous internal edges for Matter.js, not Arcade. Basically, my above comments still...

Hi! Thanks for reaching out. At first glance of your error stack traces, I would assume it's caused by one of the following: - Tiled's tilemap data format has changed...

Oh, interesting! So the minified version is the only one that causes a problem, without changing anything else? I'm pretty much just [passing it through uglify](https://github.com/hexus/phaser-arcade-slopes/blob/33a9d9e/gulpfile.js#L28), so that surprises me....

Yes, this wouldn't use proper SAT, but there is a solution for it. http://www.metanetsoftware.com/technique/tutorialA.html#section2 See the "round shapes" subheading. I didn't dive into this for the plugin because I didn't...

Thank you! I look forward to getting more time for it next year.

I haven't tried this with Typescript before, but it requires Phaser as a dependency so I'm not sure why this would be a problem. I'm surprised that those paths can't...

Ah interesting, I didn't consider concave tile shapes. That might be the cause of this. Thanks, I'll look into it when I get the time.