

7Game
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veddishant
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/*Here is the Example of Mouse Click & Mobile Tap Event. Must Impliment Both Event if(click!==undefined){ if(sender===undefined){ sender=this; } this.click=click.bind(sender); //Here Desktop Mouse Event this.tap=click.bind(sender); //Here is Mobile Touch Event }
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@Ninjadoodle Thanks and its a great to start a blogging on Pandajs u would be 1st in search in some days on PandaJs Tutorial. i have done that all thing as above mentioned in the blog but don't know to deal with Pandatool and make minified game from that.
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@Ninjadoodle may you please give a steps to that build it with panda tool through terminal. i have searched but not get any content.
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Hey ! Anyone can tell me how to minified Index.html from the current dev.html via npm :?
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@ThanosS Fabulous Effect i have this effect 2 days ago its mind blowing yuee!!!
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I find it on my animated Button Now it works on all devices.
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@enpu If it is possible than also put the Touch Event Example or cheat seat on declare event in PandaJs Doc. i m trying to touch a button in desktop it works f9 but in any mobile device its not working by default. Now i got the touch events so let me try and see what happend.
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ok we are so excited to use that so asked you.. Thanks..
- 4 replies
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- bamboo
- bamboo editor
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Same error got as the screenshot given while running Bamboo Ediotr.
- 4 replies
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- bamboo
- bamboo editor
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(and 1 more)
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Really Great!! WooW... Amazing web based framework for game engine. really appreciate you for work.
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Hi! Enpu Great Work ! Really Nice GameEngine. HB'D to PANDA_JS.
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Yes! ThanosS . You are right Fiddler gave new way examples for Panda JS. I learn more about them from that example. I have made little one but at right now i fixed in one error. i know the problem but how to fix didn't know . Here i m posting the game layout & CODE. Layout Design are just development purpose after developed professional design attach and publish. Ball Works proper. only players want to modify.. Problem : Player1 goes to Player2 side which i wanted to restrict it. and jump the Player on UP key EVENT i have done 50% Completed. Plz Help me to Fix it.. Thank You in advance.. Sorry for Bad English. Main.JS game.module( 'game.main').require( 'plugins.box2d').body(function() { game.addAsset('ball.png'); game.addAsset('background.png'); game.addAsset('player1.png'); game.addAsset('player2.png'); game.createClass('Wall', 'Graphics', { init: function(x, y, width, height) { this._super(); //draw shapes. This is done for demonstration purposes only so you know where the walls are. this.position = {x: x, y: y}; //set linestyle and draw rectangle this.lineStyle (1, 0x92C9EF); this.beginFill(0x92C9EF, 1); this.drawRect(0, 0, width, height); this.endFill(); this.drawRect(0, 0, width, height); //x, y, width, height this.addTo(game.scene.stage); //create body definition (the 'blueprint'for the actual body). var bodyDef = new game.Box2D.BodyDef(); bodyDef.position = new game.Box2D.Vec2( (x + width / 2) * game.Box2D.SCALE, (y + height / 2) * game.Box2D.SCALE ); //We make the wall a StaticBody (which is actually the default type). //Mobile bodies are defined as b2_dynamicBody as we will see later on bodyDef.type = game.Box2D.Body.b2_staticBody; //Now create the actual body from the definition. this.body = game.scene.Box2Dworld.CreateBody(bodyDef); //In order to handle collision, we have to add a fixture (= the shape) of the body. //First we set up a fixture definition which will be used to create the actual fixture later on. //(Starting to see the pattern already?) var fixtureDef = new game.Box2D.FixtureDef; fixtureDef.shape = new game.Box2D.PolygonShape.AsBox( width / 2 * game.Box2D.SCALE, height / 2 * game.Box2D.SCALE ); fixtureDef.density = 0; this.body.CreateFixture(fixtureDef); //That's it! We don't have to add it to the world anymore because that is dealt with during the construction proces already. game.scene.addObject(this); } }); game.createClass('Ball', 'Sprite', { init: function(x, y) { this._super('ball.png', x, y, {anchor: { x: 0.5, y: 0.5 }}); game.scene.addObject(this); this.addTo(game.scene.stage); //create a body using a body definition var bodyDef = new game.Box2D.BodyDef(); bodyDef.position = new game.Box2D.Vec2( (this.position.x + this.width / 2) * game.Box2D.SCALE, (this.position.y + this.height / 2) * game.Box2D.SCALE ); bodyDef.type = game.Box2D.Body.b2_dynamicBody; //type is dynamicBody now! this.body = game.scene.Box2Dworld.CreateBody(bodyDef); //and the fixture var fixtureDef = new game.Box2D.FixtureDef; fixtureDef.shape = new game.Box2D.CircleShape(30 * game.Box2D.SCALE); //15 is the radius of the ball //The following features add some extra juice to our ball so it will respond in a more realistic way fixtureDef.density = 0.1; //density has influence on collisions fixtureDef.friction = 0.5; //A higher friction makes the body slow down on contact and during movement. (normal range: 0-1). fixtureDef.restitution = 0.9; //=Bounciness (range: 0-1). this.body.CreateFixture(fixtureDef); }, update: function(){ //The box2D world keeps track of the movement and position of the body. //use the update function to get the sprite in the right spot var p = this.body.GetPosition(); this.position.x = p.x / game.Box2D.SCALE; this.position.y = p.y / game.Box2D.SCALE; this.rotation = this.body.GetAngle().round(2); } }); game.createClass('Player1', 'Sprite', { init: function(x, y) { this._super('player1.png', game.system.width/4, game.system.height-100, {anchor: { x: 0.5, y: 0.5 }}); game.scene.addObject(this); this.addTo(game.scene.stage); //create a body using a body definition var bodyDef = new game.Box2D.BodyDef(); bodyDef.position = new game.Box2D.Vec2( (this.position.x + this.width / 2) * game.Box2D.SCALE, (this.position.y + this.height / 2) * game.Box2D.SCALE ); bodyDef.type = game.Box2D.Body.b2_dynamicBody; //type is dynamicBody now! this.body = game.scene.Box2Dworld.CreateBody(bodyDef); //and the fixture var fixtureDef = new game.Box2D.FixtureDef; fixtureDef.shape = new game.Box2D.CircleShape(this.width / 2 * game.Box2D.SCALE); //the radius of the ball //The following features add some extra juice to our ball so it will respond in a more realistic way fixtureDef.density = 0.5; //density has influence on collisions fixtureDef.friction = 0.5; //A higher friction makes the body slow down on contact and during movement. (normal range: 0-1). fixtureDef.restitution = 0.1; //=Bounciness (range: 0-1). this.body.CreateFixture(fixtureDef); }, update: function(){ //The box2D world keeps track of the movement and position of the body. //use the update function to get the sprite in the right spot var p = this.body.GetPosition(); this.position.x = p.x / game.Box2D.SCALE; this.position.y = p.y / game.Box2D.SCALE; if(game.keyboard.down("W")){ if(this.body.GetPosition().y >= 50) { //console.log(this.body.GetPosition()); this.body.ApplyForce( new game.Box2D.Vec2(0, -5000), this.body.GetPosition()); } else { this.body.ApplyForce( new game.Box2D.Vec2(0, 100000), this.body.GetPosition()); } } if(game.keyboard.down("S")){ this.body.ApplyForce( new game.Box2D.Vec2(0, 2000), this.body.GetPosition()); } if(game.keyboard.down("A")){ this.body.ApplyForce( new game.Box2D.Vec2(-2000, 0), this.body.GetPosition()); } if(game.keyboard.down("D")){ this.body.ApplyForce( new game.Box2D.Vec2(2000, 0), this.body.GetPosition()); } } }); game.createClass('Player2', 'Sprite', { init: function(x, y) { this._super('player2.png', (game.system.width/2)+(game.system.width/4), game.system.height-100, {anchor: { x: 0.5, y: 0.5 }}); game.scene.addObject(this); this.addTo(game.scene.stage); //create a body using a body definition var bodyDef = new game.Box2D.BodyDef(); bodyDef.position = new game.Box2D.Vec2( (this.position.x + this.width / 2) * game.Box2D.SCALE, (this.position.y + this.height / 2) * game.Box2D.SCALE ); bodyDef.type = game.Box2D.Body.b2_dynamicBody; //type is dynamicBody now! this.body = game.scene.Box2Dworld.CreateBody(bodyDef); //and the fixture var fixtureDef = new game.Box2D.FixtureDef; fixtureDef.shape = new game.Box2D.CircleShape(this.width / 2 * game.Box2D.SCALE); //the radius of the ball //The following features add some extra juice to our ball so it will respond in a more realistic way fixtureDef.density = 0.5; //density has influence on collisions fixtureDef.friction = 0.5; //A higher friction makes the body slow down on contact and during movement. (normal range: 0-1). fixtureDef.restitution = 0.1; //=Bounciness (range: 0-1). this.body.CreateFixture(fixtureDef); }, update: function(){ //The box2D world keeps track of the movement and position of the body. //use the update function to get the sprite in the right spot var p = this.body.GetPosition(); this.position.x = p.x / game.Box2D.SCALE; this.position.y = p.y / game.Box2D.SCALE; if(game.keyboard.down("UP")){ this.body.ApplyForce( new game.Box2D.Vec2(0, -2000), this.body.GetPosition()); } if(game.keyboard.down("DOWN")){ this.body.ApplyForce( new game.Box2D.Vec2(0, 2000), this.body.GetPosition()); } if(game.keyboard.down("LEFT")){ this.body.ApplyForce( new game.Box2D.Vec2(-2000, 0), this.body.GetPosition()); } if(game.keyboard.down("RIGHT")){ this.body.ApplyForce( new game.Box2D.Vec2(2000, 0), this.body.GetPosition()); } } }); game.createScene('Main', { backgroundColor: 0xe1d4a7, init: function() { //create gravity vector var gravity = new game.Box2D.Vec2( 0, 100 * game.Box2D.SCALE );// gravity pull x, y //and now create world this.Box2Dworld = new game.Box2D.World(gravity, true); //Draw A Volley Net var graphics = new game.Graphics(); graphics.lineStyle (30, 0xff9900); graphics.moveTo(game.system.width/2,game.system.height/2+100); graphics.lineTo(game.system.width/2,game.system.height);//draw line to the absolute coordinate x, y this.stage.addChild(graphics); //Add Background var background = new game.Sprite('background.png').addTo(this.stage); //add walls var thickness = 5; //var wall_top = new game.Wall( 100, 170, 200,50); var wall_top = new game.Wall( 0, 0, game.system.width, thickness); var wall_left = new game.Wall( 0, thickness, thickness, game.system.height - 2 * thickness); var wall_right = new game.Wall( game.system.width - thickness, thickness, thickness, game.system.height - 2 * thickness); var wall_bottom = new game.Wall( 0, game.system.height - thickness, game.system.width, thickness); var wall_middle = new game.Wall( game.system.width/2, game.system.height/2+100, thickness*3, game.system.height-thickness); //add a ball var ball1 = new game.Ball( Math.random()*(game.system.width-200) + 100, Math.random()*250 + 100); var player1 = new game.Player1(300,300); var player2 = new game.Player2(300,300); //Score Text var score = new game.PIXI.Text("::Score::", { font: '50px Comic Sans MS', stroke: '#E7E7E4', strokeThickness:2}); score.position.x=game.system.width/2-100; score.position.y=10; this.stage.addChild(score); //Score Text Player1 var scoreplayer1 = new game.PIXI.Text("0", { font: '50px Comic Sans MS', stroke: '#E7E7E4', strokeThickness:2}); scoreplayer1.position.x=150; scoreplayer1.position.y=10; this.stage.addChild(scoreplayer1); //Score Text Player2 var scoreplayer2 = new game.PIXI.Text("0", { font: '50px Comic Sans MS', stroke: '#E7E7E4', strokeThickness:2}); scoreplayer2.position.x=game.system.width-150; scoreplayer2.position.y=10; this.stage.addChild(scoreplayer2); }, update: function(){ this._super(); //The following code is needed to update the time in the box2d world. //The values below are fine as default values, feel free to look up more info in the reference. this.Box2Dworld.Step( game.system.delta, //time elapsed 6, //world Velocity Iterations 6 //world Position Iterations ); this.Box2Dworld.ClearForces(); //The world has been updated. Now get rid of forces that had been set during the previous cicle. } }); });
- 3 replies
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- volleyball
- html5
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It's too hard to play and i think hold event takes too much speed. make it more easy to play if at least your score is 10 or more its become interesting to play. if lose in < 3 than people distract and leave. i hope u understand what i m trying to say. overall nice idea to use it like..
- 9 replies
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- new game
- html5 new game
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Hi! I have recently find #pandajs provides game Engine and gaming psychics and other gaming concepts. It is very nicely implimented and too good all showcases live games . I wanted to build a volleyball game using panda js. i have tried to understand the structure of that but its not more comfortable to understand . i have seen panda tutorials, Panda Fiddler but not much explanation their . I request here to guide me for developing the volleyball with #pandajs. i m new to gaming field. recently i have made small #html5 #games like #pacman,#tic-tac-toe, #parrallax horizontal with and without #pandajs. So Help me to gave rough path like where to start and where to end what classes needed for this game. Thank You in advance.
- 3 replies
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- volleyball
- html5
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