Skip to content

Latest commit

 

History

History
93 lines (61 loc) · 6.23 KB

uniball-redux-challenges.md

File metadata and controls

93 lines (61 loc) · 6.23 KB

Uniball Redux

Challenges:

  • Phaser is difficult to find solutions for. Specific problems aren't usually documented. Unity and Unreal have huge audiences and because of that you can usually find an answer to very specific problems relatively quickly.
  • Phasers documentation is just generated API docs. It's not bad if you know what you're doing, but for newbies this is going to be a huge barrier to entry. Even for someone experienced like myself, I found the docs to be extremely frustrating.
  • There are multiple versions of Phaser (2, CE, 3), each of which has unique API's. This can make searching for problems even more difficult as you are likely going to find answers for Phaser 2 and not 3.

Animations

When you create a new animation, you define it in an object and pass that object to the anims.create method. I had a cryptic issue where the frames I was generating for an animation, were returning 0 frames. Phaser doesn't throw any errors in this instance, instead it gives you an error after you attempt to use the animation.

The error is something along the lines of animationFrame is undefined. After setting a breakpoint and inspecting all of the registered animations, I could see that this particular animation had no frames. Ultimately I realized I had a typo in the animation frames suffix property, .pg instead of .png.

Personally I think that Phaser should throw an error whenever an animation you attempt to create has no frames, or at the very least a warning. I could potentially see cases where you create an empty animation so that frames could added dynamically.

Tiled Ground

Initially, I had generated the ground sprite/texture by creating an Arcade.StaticGroup. Then using a for loop I generated a sprite every 32 pixels until the length of the canvas was covered. This seemed to work, however I began noticed odd behavior when an orb would riccochet off of the ground.

If an orb hit a point where two ground sprites met, the orb would have unpredictable bounce physics. Sometimes it would lose all of its velocity, sometimes it would follow the contour of the ground, other times it would bounce in the opposite direction.

I knew what was happening but I wasn't sure how to fix it. I toyed with an idea of rendering the sprites as static images and then creating a geometry rectangle overtop of it - giving it a physics collider instead. That idea probably would have worked, but I couldn't manage it. Then I realized there was two separate tiled types, TileMap and TileSprite.

TileSprite was the solution to the problem. It allowed me to generate the floor sprite to the length of the canvas with minimal code. Better yet though was that it only creates a single physics collider instead of 30+ in the scene. Problem solved.

Cache

I have setup a HUD scene that is stacked on-top of the main scene. This HUD is intended to show, well, HUD items. I had the sprites I needed already loaded through the main scene, and didn't want to re-load the same sprite sheet again. I recalled a technique by John Carmack in which you should always try the obvious approach first, and only when that doesn't work - think about the clever approach. The "obvious" approach in this instance was to just re-use the same code in the HUD scene to load the s_objects sprite sheet.

this.load.multiatlas('s_objects', 'objects/objects.json', 'objects');

When this code runs an error is thrown in the console. The s_objects key is already in use, since it's being loaded in the main scene. The question is, how can I access another scenes resources? My thought was perhaps to create a store and manually add any shared assets in said store that can be accessed by any class.

Instead of implementing this from scratch I had figured that it was surely already something built-in to Phaser. There's no way a performant game engine wouldn't cache the assets, so I'll start there.

Reading through the docs, it is clear there is exactly this sort of functionality built-in. The CacheManager class handles all of the caching required by Phaser. Whenever you use this.load.x method calls, a reference is stored in the cache. The cache is supposed to be available in the scene using this.cache and chaining whatever resource type you need with it.

this.cache.json.get('key');

When I set a breakpoint in the create method of my main scene, or HUD scene, I get a chance to explore this data via the web console. I access this.cache and was returned an object. I investigated the object and found that all of the entries for each respective asset type, were totally empty.

Dashes

I wanted to create another mechanism for the player to escape danger in the form of a lateral dash. My goal was to allow the left (a) or right (d) key to be double-tapped quickly in order to execute the move.

The problem I have run into is the exact method in which to implement this. My initial thought was perhaps there was already a built-in method in the Phaser API that would easily allow me to set a sequential order of keys and pass a callback to execute, or something of that nature. I was unable to find such a method, so my next thought was to look for something that kept a timer between keystrokes. That way a user couldn't tap D twice in 1-2 seconds and still execute a dash.

The Phaser API has support for this kind of thing, but it was not executing when I tried it. I registered the key sequence on the keyboard object, and then set-up a listener with a callback.

this.currentScene.input.keyboard.createCombo("dd", { maxKeyDelay: 1000 });

this.currentScene.input.on("keycombomatch", (e) => {
    debugger;
});

I set the maxKeyDelay to a full second to give me a starting point that I could then whittle down slowly until I found a sweet spot. However, like I said, this code just didn't execute.

Well, I just found the solution. In my event listener, I forgot to listen to keyboard.

this.currentScene.input.keyboard.on("keycombomatch", () => {});

Funny enough, after testing this input method - I don't like it. The benefit is lost because the act of double tapping a key, even quickly, causes the character to stutter and basically defeats the purpose. I think what I'll do instead is assign the Shift key as a dash instead.