1 decade ago 
				by Jerczu
				
																
			
			
				I am using it for projectiles. Once they reach edge of the screen there is no need for them to be calculated so i use this in projectile entity update function.
update:function(){
		this.parent();
		var pp = this.pos.x - ig.game.screen.x;
        if( pp > ig.system.width || pp<0){
			this.kill();
			//console.log("killed")
		}
		}
			 
		 
			
			
				1 decade ago 
				by Kxen
				
																
			
			
				Thanks a lot. Exactly what I needed actually. :)			
		 
			
			
				1 decade ago 
				by Jerczu
				
																
			
			
				Glad to be of help - I was searching for it on the forum and no one posted a snippet so when I figured it out I thought I'm ought to share it :)			
		 
			
			
				1 decade ago 
				by gxxaxx
				
																
			
			
				When I have a camera view in a game, it seems like 
ig.system.width is the width of the portion of the map that is visible in the camera portal -- not necessarily the width of the full map.
To get around this I use a variable of my own that I set on level load:
this.mapWidth = this.collisionMap.width * this.collisionMap.tilesize;
this.mapHeight = this.collisionMap.height * this.collisionMap.tilesize;
Does the calculations given by Jerczu automatically account for a camera? 
Or perhaps, it is for the "no camera" situation?			
 
		 
			
			
				1 decade ago 
				by hurik
				
																
			
			
				dominic made a nice plugin: 
http://impactjs.com/forums/help/how-to-find-map-size-in-pixels
when you use it VERY VERY often it could speed up you code :)			
 
		 
	
	
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