phaser-ce
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Phaser CE is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Hi! Sorry for my English. This Issue is about rendering TilemapLayer if its cameraOffset.x/y not zero, or if TilemapLayer has width and height less than game's width/height. TilemapLayer crops its...
This Issue is about: A bug in the API (CE 2.7.3 - also seen in Phaser 2.6.2) https://jsfiddle.net/uua222wh/1/ I'm creating a game that relies on multiple different layers running running...
This Issue is about * A bug in the API: * Phaser version(s): tested 2.6.2, 2.7.0 and 2.10.1 * Live example: https://codepen.io/anon/pen/bvNXmW * What should happen: physics left bound should...
This Issue is about * A bug in the API: * Phaser version(s): phaser-ce 2.7.7 * Live example: https://codepen.io/okaybenji/pen/oWEvLO * What should happen: `sprite.body.collideWorldBounds = false` should disable collisions with...
A bug in the API: I am getting WebGL: INVALID_VALUE: vertexAttribPointer: index out of range spam on Firefox as well as on Chromium, running Ubuntu. There is no condition for...
In this case `map.tiles` is empty because there is no tileset image and each tile has it's own. Code crashes at `sid = map.tiles[tile.index][2];` in the same time `map.imagecollections` is...
This Issue is about (✏️ delete as applicable) * A bug in the API: * Phaser version(s): >=2.7 * Live example: http://cdn.fbrq.io/phaser-nineslice/example/issue.html * What should happen: Second instance of RenderTexture...
Basically what in the title is. You can tint a BitmapText's characters separately, but if you set anchor (or maybe some other properties too), the tinting is not working on...
* A bug in the API: * Phaser version(s): v2.8.4 * Live example: [Memory done following phaserjs.com's tutorial](https://zykino.net/portfolio/Memory/) * What should happen: Phaser should select CANVAS since it is in...
This issue is about resizing the game. Tested it on Android 6.0.1 with Chrome 58.0.3029.83. I guess the problem is with PIXI, because when antialiasing is enabled in WEBGL mode...