samme

Results 159 comments of samme

I think that's normal. Use the `postBoot` callback instead.

Game objects on the scene display list or update list are destroyed automatically when the scene is stopped. Any other game objects are not. This is on purpose. I think...

`overlap()` doesn't consider collision faces at all. If you want it to you can do ```js this.physics.add.overlap( sprite, tilemapLayer, function onOverlap(sprite, tile) { console.log("overlap", tile.x, tile.y); }, function process(sprite, tile)...

I thought this was kind of a feature. After `setTileIndexCallback()` or `setTileLocationCallback()` you often want to use `overlap()`, e.g. [tile callbacks](https://labs.phaser.io/edit.html?src=src/tilemap\collision\tile%20callbacks.js). Maybe it could filter only for `overlapOnly === false`?

Only playing sounds can be paused, and only paused sounds can be resumed. There's no need to pause a sound that's just been added. If you want to control playback...

One way to do this is ```js particles.createEmitter({ angle: (p) => Phaser.Math.RadToDeg(Phaser.Math.Angle.BetweenPoints(p, target)), speed: SPEED }); ```