Ravetracer

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About Ravetracer

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  1. Creating On-Screen controls for mobile devices

    Unfortunately I hadn't the time to try it. You know, XMas, New Years Eve and then work again ;-). But I'll try next days or so when everything calmed down a bit. Yes, looks interesting. Maybe I should try one of these "virtual devices" so prevent to inventing the wheel again ;). Thank you, guys!
  2. Hi there, currently I'm trying to figure out, how to make on screen controls for mobile devices work. In the HUD I added some GUI objects and tried to trigger key events, when the objects are "hold". Also the buttons are appearing on the screen, but unfortunately they don't work. I'd also tried to use "onClick" event, but it didn't work either. Any ideas? game.HUD.buttonLeft = me.GUI_Object.extend({ init : function (x, y) { var settings = {}; settings.image = 'button_left'; settings.framewidth = 40; settings.frameheight = 40; this._super(me.GUI_Object, "init", [x, y, settings]); this.pos.z = 4; }, onHold : function () { me.input.triggerKeyEvent(me.input.KEY.LEFT, true); return false; } }); game.HUD.buttonRight = me.GUI_Object.extend({ init : function (x, y) { var settings = {}; settings.image = 'button_right'; settings.framewidth = 40; settings.frameheight = 40; this._super(me.GUI_Object, "init", [x, y, settings]); this.pos.z = 4; }, onHold : function () { me.input.triggerKeyEvent(me.input.KEY.RIGHT, true); return false; } }); game.HUD.buttonJump = me.GUI_Object.extend({ init : function (x, y) { var settings = {}; settings.image = 'button_jump'; settings.framewidth = 40; settings.frameheight = 40; this._super(me.GUI_Object, "init", [x, y, settings]); this.pos.z = 4; }, onHold : function () { me.input.triggerKeyEvent(me.input.KEY.UP, true); return false; } });
  3. Particle engine extension

    This is absolutely awesome how the performance increases after overwriting the method.
  4. How to pixel tutorials

    Hi there, I don't know if someone of you know this guy (Pedro Medeiro): https://www.patreon.com/saint11 He's creating very nice tutorials how to draw and animate pixel related graphics stuff. Amazing stuff inside! Regards, Christian
  5. Particle engine extension

    I've created 5 emitters to see, how far I could go 😉. I don't know, if there's a useful real life situation for this. Also I've uploaded my test project here: http://ravetracer.de/melontest I've created a quick'n'dirty "setEmitter" function which adds an emitter with most values preconfigured: function setEmitter(x, y, image, settings) { this.emitter = new me.ParticleEmitter(x, y); this.emitter.totalParticles = 180; this.emitter.minLife = 8000; this.emitter.maxLife = 12000; this.emitter.floating = false; this.emitter.z = 50; this.emitter.width = 2; this.emitter.gravity = 0; this.emitter.angle = 90 * (Math.PI / 180); this.emitter.angleVariation = 0.1; this.emitter.image = me.loader.getImage(image); this.emitter.numFrames = 13; this.emitter.frameWidth = 41; this.emitter.speed = 2.5; this.emitter.speedVariation = 1; this.emitter.wind = 0.07; me.game.world.addChild(this.emitter); me.game.world.addChild(this.emitter.container); this.emitter.streamParticles(); } To test it, you simply can add new emitters by entering this in the developer console: new setEmitter(350,450,'explosion_02_strip13');
  6. Particle engine extension

    This discussion is meant to be the continuation of the thread in the Google Groups (https://groups.google.com/forum/#!topic/melonjs/DjW-aYKIVjk): As of now, I've tested my implementation and it renders more and more inperformant when I add more emitters. 1 to 3 emitters are working in an example without any sound, map loading or something else. When I try to add 5 emitters, the performance drops tremendously! Maybe there's a trick which I don't know currently and also I'm not so deep in developing Canvas engines. If you want to see, what I've changed, here's the commit to my forked repository: https://github.com/Ravetracer/melonJS/commit/32461498a9443991f4612a08a88367c243d3be9c Regards, Christian
  7. Welcome to the melonJS forum !

    Yeah, amazing move! Regards, Christian
  8. Hi there, I'm currently in the development of a Shisen-Sho like game in HTML5 with PhaserJS. To be more precises, it'll be an adoption of a Commodore C64 game called "Hi Ska Do" ( ). The most annoying thing is currently the pathfinder. The rule is, to find the shortest path between two tiles but only allow two directional changes/corners. I've checked many pathfinding implementations for JavaScript and most of them are really cool and fast, but none of them have the ability to restrict the numbers of "path corners". Does someone know where to find such algorithm or has any other suggestions? Here's the current state of development, where you can see the bad pathfinding implementation: http://ravetracer.de/temp/testgame Many thanks in advance and regards, Christian