izimoo

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Everything posted by izimoo

  1. The website examples do not seem to be editable anymore. I used to tweak an example and hit the "run" button, but that seems to have been replaced with reload example - which does not seem to do anything. I have tried in different browsers to be sure. Example below. http://phaser.io/examples/v2/animation/animation-events Is there a keyboard combo which might run new edits? Sorry if this has been asked before but I could not find a match when searching.
  2. I am pretty new to Phaser and enjoy it very much, and also use cocoonjs to test on a mobile device. If I have any game.input event - like "game.input.onDown.add (function)" etc, in the update function, after a minute or so of no activity (on the mobile) my framerate goes through the floor. I am wondering why this might be. I can add a timer to test for activity and pause the game, but I am curious if I am doing something wrong. Below, is my html file - if I zip the html and phaser.min file, and open it on my iPhone and don't do anything it starts at 60fps. Then after about a minute or so of inactivity, the framerate drops to 20+ Tested on various Phaser versions, including 2.4.4 <doctype html> <html> <head> <meta/> <title>test</title> <script src="phaser.min.js"></script> <body> <script type="text/javascript"> var game = new Phaser.Game(320, 480, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { } function create() { } function update () { game.input.onTap.add(function(){ console.log("tapped") }); } </script> </body> </html>
  3. izimoo

    game.input event reduces framerate on mobile

    Thank you very much, that worked a treat. It is obvious now that you say it :-) I just got a bit confused looking at some of the examples and stuck it in the wrong place.
  4. izimoo

    SpriteBatch disabling input events?

    A year old I know, but I have been having the same issue and thought the same thing. I can't seem to fire the event except on the parent - now using 2.3.0.
  5. It could very well be my bad code, but I am having the same problem in 2.3. http://phaser.io/examples/v2/tweens/tween-loop-event If I edit the onStart function in this example it seems to be ignored.
  6. izimoo

    How to improve performance on mobile

    Hi I am a Phaser n00b and still getting my head around it, but I found a couple of bottlenecks on my side srcoller game which helped me. I don't know if they will help you but here goes anyway: I first tested by removing all backround images (background tiling especially), which was causing one bottleneck. The other was changing the fps to 30 in my create function. game.time.desiredFps = 30; Good luck and post back if you find the answer.