Igor Georgiev

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About Igor Georgiev

  • Rank
    Advanced Member
  • Birthday 12/22/1988

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  • Gender
    Male
  • Location
    Sofia, Bulgaria
  1. iOS soft fullscreen. How?

    Hello again I managed to do it the following way: in index.html <body> <div id="content"> <div id="overlay"></div> </div> <script src="scripts/game.js"></script> <script src="scripts/pixi-particles.js"></script> </body> in main.css html { width: 100%; height: 110%; margin: 0px; } body { height: inherit; width: inherit; margin: 0px; display: flex; justify-content: center; align-items: center; background-color: #000000; } #overlay{ position: fixed; width: 100%; height: 2000px; top: 0px; left: 0px; right: 0px; bottom: 0px; background-color: rgba(0, 0, 0, 0.5); } It works very well, unless I swipe too quickly. Do you think that 2000px that I use for height are too much? Maybe I can use the height + some pixels.
  2. iOS soft fullscreen. How?

    thank you very much
  3. iOS soft fullscreen. How?

    It is not a meta tag, I think it is something more complicated. But I will investigate. Thank you, that seems to be a decent solution. Definitely worth the try. Although I was looking for a more plain JS solution, but if it works, why not. Interesting.... so if I have an overlaying div that is bigger and scroll-able and when scrolling the address bar shrinks, how do I know when to stop the scroll? Would it be a lot of trouble for you to provide a simple example? I kinda see your point, but I am wondering how I would know when to remove this div and how to keep the actual game div in good working order?
  4. iOS soft fullscreen. How?

    Hello guys. I am struggling with having my game to run on minimal-ui on iOS safari. That is where the address bar becomes smaller when you scroll. I have found a game that does that, but how the hell they do it? CLICK Does anyone know how to achieve this?
  5. The Phaser 3 Wishlist Thread :)

    Hello guys I am not sure if it is already mentioned, but I'd love to see integrated Scale 9 (9 patch) images support. Like the one in Starling framework There is a plugin like that, but it is not perfected. It is really useful for multi-resolution UI construction using small assets. I can try and translate the one from Starling if necessary.
  6. how to use atlas for a tilemap

    Looking for the same thing. I tried adding image to the game and then using that image, but it doesn't work.
  7. Overlaps not working

    Hi Thank you for the info
  8. Why my physics arcade overlap function is not working

    I understand now. Thank you for clarifying this for me
  9. Why my physics arcade overlap function is not working

    does this method this.game.physics.arcade.overlap has to be in the update? Isn't it internally going through the update? It does not work if it is outside the update, so I guess this is the way to go.
  10. Overlaps not working

    It is strange that it works during update. I don't think it is a good idea to set background color 60 times a sec. As for the game.physics.overlap, weird as well that it doesn't work for me as well, but I don't think it should be in the update method as well..... weird.
  11. CSS and Phaser input problem.

    Hey guys, I have made some scaling of the game via CSS so I can have my game always the proper size in the browser window. However, I lose my onInputDown because for some reason the game container overflows but visually is okay.... here is my CSS styling (visually it looks perfect): html { height: 100%; margin: 0; padding: 0; } body { height: 100%; margin: 0; padding: 0; } #content { height: 100%; } #content > canvas { margin: 0 auto; height: auto !important; width: auto !important; max-height: 100%; max-width: 100%; position: relative; top: 50%; transform: translateY(-50%); } Here is my game init class: import Boot from 'states/Boot'; import Preload from 'states/Preload'; import GameState from 'states/GameState'; import * as Constants from 'data/Constants.js' class Game extends Phaser.Game { constructor() { let height = window.screen.height; let width = window.screen.height / Constants.SIXTEEN_TO_NINE; super(width, height, Phaser.AUTO, 'content', null); this.state.add('Boot', Boot, false); this.state.add('Boot', Preload, false); this.state.add('GameState', GameState, false); this.state.start('Boot'); }; } new Game(); If I don't have any css code - the input works. I believe it is because the game is still bigger than what it visually appears. Has anyone had this issue?
  12. Call a function with arguments when onInputDown?

    Thank you, I got it now
  13. Phaser ES6/ES2015 Boilerplate

    hey man, I love your template - I am already doing my projects on this basis. However, maybe a noob question, but how do I debug it with webstorm? I am messing up the Gulp debug config of the IDE, I have no idea how to do it. Do you have any pointers?
  14. [SOLVED] When using ES6 'new ClassName()' I cannot see required params

    After 2 hours of struggling, I found the problem, the editor - in my case Webstorm - did not recognise the path of the import correctly. When I used: import Player from "../views/Player.js"; It worked like a charm and thank you for the pointers. The point you made about the Player.constructor(), I used only to make a point that the autocomplete displayed the params correctly
  15. Hello guys I have recently started doing my projects in ES6 and I am wondering the following. //Player.js class Player extends Phaser.Image { constructor(game, x, y, sheet, key) { super(game, x, y, sheet, key); } } export default Player; //GameState.js import Player from 'views/Player'; class GameState extends Phaser.State { create() { this.player = new Player(); // Cannot see required parameters //If I call it like that this.player = Player.constructor() // I can see them - obviously } } export default GameState; Should I just initialize the new Player and then just call the constructor so I can actually create what I need?