FlashyGoblin

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About FlashyGoblin

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  1. Common Phaser + CocoonJS issues

    @Ludei Has the issue with Cocoon cutting off the last 200ms of audio been fixed? Or at least a workaround? With the latest versions of Cocoon and Phaser, this is still happening for me where the audio is being cut off at the end. Happens on audio that isn't being paused/resumed or looping. Thoughts? Thanks!
  2. Common Phaser + CocoonJS issues

    Did you ever find a workaround for the issue of the audio getting cut off at the end?
  3. Can you change audio pitch at runtime?

    This works great, but not on iOS. Anyone know how to change the pitch on iOS devices? Thanks.
  4. keyboard events fireing multiple times

    How about adding a boolean that you can keep track of so it only adds it once? // this will only run once if(!window.keysAdded){ // add your keyboard listeners here. window.keysAdded = true; }
  5. keyboard events fireing multiple times

    Doh!! I didn't check the thread category. It is Phaser. So sorry.
  6. keyboard events fireing multiple times

    You'll want to reset the keyboard when your current state shuts down. shutdown: function(){ if (this.game.device.desktop){ var keyboard = this.game.input.keyboard; keyboard.reset(); keyboard.stop(); } }
  7. Phaser + CocoonJS Lag Performance

    What mode do you have the Phaser renderer in? Canvas or WebGL? Then there is the mode within Cocoon, which is either Canvas+ or WebView. I'm having good results using Phaser Canvas and Canvas+ in Cocoon. Setting screencanvas to true to increase performance in Canvas+ (https://docs.cocoon.io/article/screencanvas/) game.canvas.screencanvas = true
  8. I'm trying to set the alpha on a sprite that has nested black&white images within. The images overlap. When I set the sprite's alpha to 0.5, I see all of the nested images within in. In the Flash days, we would set the sprite's blendmode to "LAYER", which would precompose the sprite before setting it's alpha. Flash Reference: BlendMode.LAYER ("layer"): Used to force the creation of a temporary buffer for precomposition for a particular display object. Is there something similar that we can do in Phaser?
  9. Ludei Cocoonjs XML / bitmap font workaround?

    FIXED: I was trying to get several of the solutions discussed in this thread to work, but no luck. But then realized that the docs explains it well. It assumes that the conversion of the XML to JSON is formatted to the specs of Code Beautify's XML to JSON Converter. No hacks needed, just swap out your XML for the new JSON. Explanation in the description here. http://phaser.io/docs/2.6.2/Phaser.BitmapText.html
  10. Phaser Device Ready

    Can you provide a little more context? What environment are you running Phaser in, browser? Cocoon? What is your code? Do you have a link to your project?
  11. Spritesheet, Change Image

    Are you looking to use frames from multiple spritesheets for a single animation? I don't think you can mix frames fromendifferent sources that way. Or are you looking to switch to a new texture on a sprite for new animations? This can be done. After loading a new texture on the sprite, you will need to redefine the animations, then play the animation. Im away from my computer ATM, so I can't show you and example. I'll try to the next time I'm able of you haven't gotten it to work till then.
  12. Phaser-ce: is it stable?

    2.6.2 is pretty stable. If you want to play it safe, maybe start with 2.6.2, and then switch to CE if there are any particular features you need from it. It all depends on your game and what features you may need. However, CE does have some pretty cool enhancements, and by using it, asking questions, and sharing, you help further the community.