Richard Davey

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@thisredone thank you for this fork, this is exactly what I need right now! Testing it immediately :)

I'm happy to run eslint automatically via a pre-commit hook, although it's a really low priority because I'm the only one actually coding for v4 right now (and it's likely...

@Stasikiii in your case, `player` _is_ the armature, so just call `destroy` on it directly. `dragonbone` is a property of a Scene, so `dragonbone.factory.clear(true)` needs to be run from within...

That code really doesn't look right to me. Some obvious things: 1) `SceneMain` is an instance of a Scene, so from within a method of it you should be calling...

I don't think this is the same thing as "no classes" - even in v3 when you provided an object like this, it still created a Scene class internally. It...

The Scene Manager enforces the flow, ensuring the Worlds are updated in the correct order for their internal systems to work together. Scenes currently allow you to avoid a lot...

A related issue I found is that it prevents you from running more than 1 Phaser game on a single page without using iframes, so I may look for a...

The `if` approach is correct. Currently, if you hold down the left button and right button together and release only the left button the code will incorrectly reset the `secondaryDown`...

@schteppe am really enjoying seeing this sudden renewed interested in updating p2 again. It's a shame so much time passes between each 'wave', but I know too well how that...

For me `tick` is called 3 times, sometimes 4: ![chrome_2018-04-27_18-07-39](https://user-images.githubusercontent.com/164476/39375482-5f38ff20-4a46-11e8-8c91-a6928e1301de.png) The slower the machine I try it on, the more ticks I get. The faster the machine, the less ticks....