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About weratius

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  • Birthday 04/19/1994

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  1. How to use phaser drag over html elements?

    If anyone has problems with that, I can tell you that the only decision will be to make drag and drop via custom html5 events
  2. How to use phaser drag over html elements?

    Thank you for your answers, guys. But if I create my UI via Phaser, there still will be dom elements like text inputs and this problem won't be solved =(
  3. Hello, guys! I have a mail interface in my game, where I need to drag/drop some items to send to another player. Due to the difficulty of the mail interface I decided to develop it vis pure js, html and css and I did it ok. I also made my items' sprites draggable and that's fine too But I faced with such a problem: my draggable item can't hover html ui at all ! I tried to change z-index of html elements and etc, but that didn't help I'd like to find the solution because it's a waste of time to develop this interface from the beggining via Phaser only Thank you very much for your answers!!
  4. Hello, guys! In the boot.js file I load a game.load.atlasJSONHash('MyShip', urlForImages + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.png', urlForJSONS + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.json'); Then I need to load another image with this key and I do this: var loader = new Phaser.Loader(game); loader.atlasJSONHash('MyShip', configObj.urlForImages + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.png', configObj.urlForJSONS + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.json'); loader.onLoadComplete.add(function() { //smth }); loader.start(); But the key doesn't rewrite How can I solve such a problem? Thank you =)
  5. Hello, guys! I have a tilesprite on a background: function createSpace() { var space = game.add.tileSprite(0, 0, game.width, game.height, 'space'); space.fixedToCamera = true; space.inputEnabled = true; space.events.onInputDown.add(this.goToPointer); layers.backgroundLayer.add(space); return space; } spaceSystem.prototype.update = function() { //here I move a tilesprite when I user arrows if(this.space != null) { this.space.tilePosition.set(game.camera.x * -0.5, game.camera.y * -0.5); } } Because this method returns my screen coordinates: var myObject = this; spaceSystem.prototype.goToPointer = function() { var x = game.math.snapToFloor(game.input.x, 6080) / 6080; var y = game.math.snapToFloor(game.input.y, 6080) / 6080; myObject.myShip.ship.x = x; myObject.myShip.ship.y = y; console.log(x, y); //1071, 801 } But it must be 3000 and 2000 for example The width and the height of my tilesprite = 6080 I have a question: how can I get the absolute coordinates of a click pointer on a tilesprite? Thank you in advance
  6. Can't see html elements when Phaser Fullscreen is used

    how can I detect that the ESC was pressed when I am in fullscreen mode? I'm trying to detect the event via jquery 'keydown', but I even can't get the code of pressed button. I don't have such a problem when I'm in normal screen mode. I think that the browser just binds this button to leave fullscreen mode. How can I solve this problem? Thank you in advance
  7. Hello guys. I have some interfaces in my game, for example: a clan interface. There is a list of users, which is made via html (<ul>). When I do smth like this: game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; game.scale.startFullScreen(false); I can't see html at all, how can I solve such a problem? Thank you in advance!!!
  8. IndexedDB and LocalStorage in Phaser

    That worked really great for me, I used CloudFlare...it's awesome
  9. loading bar in phaser

    Maybe, I'm late, but I made smth like this: Here is a boot file: // Boot.js module.exports = { preload: function() { //resources for preloader }, create: function() { game.load.onLoadStart.add(this.loadStart, this); game.load.onLoadComplete.add(this.loadComplete, this); this.start(); }, loadStart: function() { loadingProcess = new loadingProcessModule(); loadingProcess.show(true); }, loadComplete: function() { game.physics.startSystem(Phaser.Physics.ARCADE); game.world.setBounds(0, 0, 6000, 6000); this.game.state.start("Play"); }, update: function() { //show loading in percentage, magic if(loadingProcess != null && loadingProcess.loadingProcessInPercentage != null) { loadingProcess.loadingProcessInPercentage.text = game.load.progress + ' %'; } }, start: function() { //here we load our resources for a game } }; and here we show our preloader: module.exports = LoadingProcess; function LoadingProcess() { this.landingSprite = {}; this.preloader = {}; this.loadingProcessInPercentage = {}; } LoadingProcess.prototype.show = function(showPercentage) { this.landingSprite = //background this.preloader = // loading animation //here we prepare text object for percentages if(showPercentage) { this.loadingProcessInPercentage = game.add.text(game.width / 2 - 20, game.height / 2 - 100, 0 + ' %', { font: '50px "Press Start 2P"', fill: '#000000' }); this.loadingProcessInPercentage.fixedToCamera = true; } } LoadingProcess.prototype.hide = function() { this.preloader.kill(); this.landingSprite.kill(); if(this.loadingProcessInPercentage != null) { this.loadingProcessInPercentage.kill(); } } easy and clear I think)
  10. IndexedDB and LocalStorage in Phaser

    No, not at all, of course. For example: I load only planet resources whether the user is on planet, then I load space resources whether the user takes off the planet. Also I load resources of an interface when the user opens it, i.e user clicks profile interface, browser loads it's resources at first and then opens it. Is it ok whether I use game.cache.addImage(....) ? will that help? Thank you for your answers, guys!
  11. IndexedDB and LocalStorage in Phaser

    I'm developing an online game and there are a lot of image data (~150mb) My game loads too long, that's why I wanted to minimize time costs
  12. Hello, guys! I'm looking for an answer how it's better to store image data when I use Phaser: via localStorage or via IndexedDB? I have looked through some articles and made a conclusion that IndexedDB suits better, but how can I get images from it via Phaser? Thank you in advance!
  13. Rendering Game AFTER update()

    maybe you can set a bar's fixedToCamera property to true creating it with the nescessary starting coords