GideonSam

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  1. GideonSam

    Loading assets

    Add the resource locally to a folder called assets and load it like this.load.image('boat', 'assets/boat.png');
  2. GideonSam

    Transparency of a single tile

    set alpha property
  3. GideonSam

    Loading assets

    Try adding a image the center of the game using the game centerX,centerY property. if you are using group add it on the top most layer it should be visible clearly. if there is a black box with green line instead of the image, that means the image is not loaded properly and check console for more
  4. May be becuase of the auido played in the update loop if (hitFace){ this.sound2.play(); hitFace = false }
  5. this.game.onPause.add(this.yourGamePausedFunc, this); this.game.onResume.add(this.yourGameResumedFunc, this); yourGamePausedFunc: function () { this.game.input.mspointer.stop(); }, yourGameResumedFunc: function () { this.game.input.mspointer.stop(); } you should add key to overrride defaults keyactions this.upKey = game.input.keyboard.addKey(Phaser.Keyboard.UP); try this it worked for me
  6. GideonSam

    Bug with Phaser.Tilemap.TILED_JSON

    When you are adding a tileset check the Embed in Map box
  7. Hi All I've been working on a top down endless runner , where the player jumps from one platform to another and should not leave the screen. How to make a platform move horizontally I'm spawning platforms and adding x and y velocity its working but is it a right of doing it ? if not how to make it look better this.initX = this.x; this.body.velocity.y = -200; platform.prototype.update = function () { if (this.moving) { if (this.x > (this.initX + this.width)) { this.speed = -200; } if (this.x < (this.initX)) { this.speed = 200; } this.body.velocity.x = this.speed; }
  8. GideonSam

    Phaser 2 Box2d performance on IOS

    Hi I have ported a flash box2d game into phaser box2d game It works fine on pc browser and android browser but the performance is very low when it comes to ios Any ideas please, I have been banging my head in these for few days
  9. GideonSam

    Matter Physics Phaser 3

    Hi All, I'M learning Phaser 3 Matter physics. I have a static rectangle body with its angle rotated to make a slope. when i drop a ball from the top its slides in the slope , the ball is not rotating while moving down the slope. (it slides without rotating) kindly help var rectangle = _this.matter.add.rectangle(px, py, w, h, { restitution: 0.9 }); rectangle.isStatic = true Phaser.Physics.Matter.Matter.Body.setAngle(rectangle,a) var ball = _this.matter.add.sprite(320, 10, "ball"); ball.setCircle(); ball.setBounce(1);
  10. GideonSam

    Set anchor in Phaser 3

    Check this https://labs.phaser.io/edit.html?src=src\transform\originX.js
  11. GideonSam

    Box2D FPS drop in Mobiles

    its working fine in android only in IOS the frame rate drops
  12. GideonSam

    Box2D FPS drop in Mobiles

    im using the one used in this sample http://www.emanueleferonato.com/2017/12/22/play-stack-the-crates-html5-game-my-take-on-tipsy-tower-concept-source-code-available/
  13. GideonSam

    Box2D FPS drop in Mobiles

    Hi All, I have been developing a box2D game in Phaser 2, it works fine in the Desktop browsers. When comes to the Mobiles the FPS drops. There are only three sprites in the stage, one static body and a dynamic body. Please kindly help. Thanks, Gideon
  14. GideonSam

    Brush tool in Phaser

    Hi All, I have been working on a Simple paint app for kids. I have a problem in implementing the simple brush tool. Im getting small dots and line here there in the screen Unable to draw on free hand movement like a brush. kindly help. playGame.prototype = { preload: function () { }, create: function () { game.stage.backgroundColor = '#222222'; game.input.onDown.add(this.onStageDOwn, this); game.input.onUp.add(this.onStageUP, this); }, onStageUP: function () { game.input.deleteMoveCallback(this.paints, this); }, onStageDOwn: function (pointer, x, y) { graphicsMC = this.game.add.graphics(); graphicsMC.lineStyle(2, 0xffd900, 1); graphicsMC.moveTo(pointer.x, pointer.y); game.input.addMoveCallback(this.paints, this); }, paints: function (pointer, x, y) { graphicsMC.lineTo(pointer.x, pointer.y); } };