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I'm working on a 2D space shooter type of game in typescript using Phaser 3 and am trying to get a parallax background with different depths going. But I'm having trouble getting the math right.

You can see my work in progress here: https://www.youtube.com/watch?v=Pea9yVbTD64

As stated in the video everything works if the players x and y are positive, but breaks when they are negative, and I can't figure out what I am doing wrong. Any help would be greatly appreciated. Or perhaps there is a better way to accomplish this?

What I'm doing is randomly generating out a bunch of the Sprites, storing them in an Array, and then updating their position with this code.

  • _Nebulas: is an Array<NebulaParticle>.
  • p.distance: is a number between 1 and 5 to signify how far away the sprite is and is used to make them move slower when they are furher away.
  • _Width and _Height are both arbitrary numbers to signify how big the area is that the parallax should cover, in the video they are both set to 80.
  • OriginalOffsetX/Y is the original random position the Sprite was given.

(this line is here because the below code formatting wont work otherwise.)

public update(delta: number, playerx: number, playery: number) {
    console.log(playerx + ", " + playery );
    for (let i = 0; i < this._Nebulas.length; i++) {
        let p = this._Nebulas[i];          
        p._Sprite.x = (playerx + (this._Width / 2)) - (((playerx / p.distance) + p.OriginalOffsetX) % this._Width);
        p._Sprite.y = (playery + (this._Width / 2)) - (((playery / p.distance) + p.OriginalOffsetY) % this._Height);
    }
}

class NebulaParticle {
    public _Sprite: Phaser.GameObjects.Sprite;
    public OriginalOffsetX: number;
    public OriginalOffsetY: number;
    public distance: number;
}
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Just use a camera with the gameobject method setScrollFactor. Setting 0 makes it fixed to the camera; setting a number between 0-1 will make it scroll at varying rates, which you can use to set up parallax scrolling layers.

See an example here

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  • \$\begingroup\$ Thank you, but I can get this to work, the problem comes in when I want to loop around an object so that when it leaves the trailing edge it comes in on the leading one. That is I want the parallax background to be infinite and self looping in all directions forever. \$\endgroup\$ – JensB Dec 5 '18 at 8:03
  • \$\begingroup\$ In the example you linked the hotdog should come back in on the leading edge when it goes out of the screen view from being left behind, it's that part which I can't get right. \$\endgroup\$ – JensB Dec 5 '18 at 8:04

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