sout7

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About sout7

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  • Birthday December 24

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  1. sout7

    Cliclock

    I used Cordova, its nativeaudio plugin for the sounds and its admob-pro plugin for the ads.
  2. sout7

    Cliclock

    Goal Cliclock challenges your sense of time by having you click 10 times at 1 second intervals. While clicking, you get feedback on how off the target you are. Positive values mean you were too slow, negative mean you were too fast. You can change the number of times to click, as well as the interval. In the options menu, you can even set the measurement as beats per minute. How accurate are you? Links Web: https://cliclock.netlify.com/ Google Play: https://play.google.com/store/apps/details?id=com.cliclock.free Note: The game is available on Google Play, but it is an HTML5 game! It simply has a Cordova version.
  3. Hello! I found something interesting today... I decided to upgrade my Phaser version to the new one (2.4.6) a.k.a. "Baerlon". I stumbled upon 3 bugs that are gone the second I turn back to 2.4.3. And the problem is not in my code - all I do is change files. One of the bugs is in a separate thread I made earlier today. The other two came up right now. One of them is this: I have two canvases: one for my menu and one for my game. After I pause the menu canvas, open the game canvas, end the game and destroy the game with it's destroy() method, I get this error every time I blur or focus the menu canvas. Why? The second one is that when I try to set the game object to undefined (after using it's destroy() method), something crashes on mobile. If I remove the line where I do that, the crash doesn't occur. The lower version of Phaser doesn't crash, though. The problem may lie in my code, but I just point that out. I mean, I set the game to undefined, which is not so great. I do that because I want to absolutely know that everything related to the game object is gone, since the game is over and the player is back to the menu, where he can start a new game and create a new game canvas (and repeat this process). Thanks!
  4. Hello! I have a simple problem - my text started to get cut off after I downloaded a newer version of Phaser. That version uses a newer Pixi.js too, so maybe the problem lies there? I simply tested with the older version, then changed the file and tested with the other - I'm sure the problem is not in my code. Sometimes, the same thing happens to the right side of the text as well. I fix that by adding a single whitespace character at the end of the line though (which I don't really like). How to fix the cutting, if there's any way? The box on the right is smaller because the height of the text inside of it is smaller. EDIT : I saw that I could fix this problem by using myTextObject.padding.setTo(width, height). However, I'm using text objects everywhere. Is there a way to globalize this padding for every text with this font?
  5. Hello! I want to capture when exactly a pointer is pressed and released (when its isUp and isDown change values). I also want to get the id of the pointer. I tried with the start() and stop() methods of the pointer, but for some reason they need a DOM event as a parameter, which in my situation is completely useless, I think. Why can't I pass my own function, so that those methods can call it... EDIT: I tried to use game.input.onDown() and game.input.onUp() and then loop through game.input.pointers to see which pointer is pressed/released. However, the engine is silly again... The onDown event is dispatched after isUp and isDown are changed, but onUp is dispatched before they are changed. I don't see any logic in this. It's kind of OK now, but I see a pointer as released only after another pointer is released. And I get when that other pointer is released when a third one gets released. It's ridiculous. In version 2.4.2 (an older version - before 2.4.4, which I'm using), the onUp event is dispatched correctly, which is even more interesting.
  6. Hello! Can I know which events are fired upon mobile device resizing? They cause some frustrating difficulties in an effort to make developing easier... I want my canvas height to be 1500px and the user to scroll up and down, while the width is equal to the device width. I want NOTHING more. I tried setting meta tags for it, I tried the different Phaser.ScaleManager stuff, but there is always some sodding event that fires and makes this task a pain in the ***. I have this in my index.html to make the user unable to zoom: <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" /> At the bottom of my create function (my game is called "menu"), I have: menu.scale.scaleMode = Phaser.ScaleManager.RESIZE; menu.scale.fullScreenScaleMode = Phaser.ScaleManager.RESIZE; menu.input.touch.preventDefault = false; The preventDefault is false because otherwise, when the player selects an input field in the menu (to sign in their account), they can't deselect it. The other two lines are a bit complicated. If the scaleMode is default, when you scroll (and the address bar in the browser of the device folds), the resize event is fired. For some reason, that makes you unable to scroll or zoom anymore (it disables zoom without the meta tag too). If you change the device orientation - same thing happens. If you toggle fullscreen, same thing happens. All scaleModes have this result. With RESIZE and the property "height=1500" in the meta tag, however, when the address bar folds, the resize event isn't fired and the problem doesn't occur. If you change orientation or toggle fullscreen, it happens again, though. I tried using the setMinMax too, but that just stretches the canvas (and still doesn't fix the scroll problem). The height of the canvas and the body remain the same. I mean, they don't get resized to device height, so that the scroll disappears. The "overflow" property of the body is "scroll" too. I also tried to set the scaleMode to null, so that nothing happens. Well... it still causes this problem. Those problems are not present in desktop, so it's something related to mobile only and the events upon resizing. The only way something kind of works is when the resize event is not fired. To sum it up, here is what I need: inability to zoom the game (with meta tag), 1500px height that can be scrolled up and down and width that is equal to the device width. I want that in both orientations, with and without fullscreen. In case that can't be achieved, I would appreciate a way to prevent Phaser from doing anything upon resize...