mk_03

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  1. I have this code to add a rectangle in phaser and works fine but it fills with a solid color and i want some transparency in my poly. Is that possible? poly = new Phaser.Polygon(p_1, p_2, p_3, p_4); graphics = game.add.graphics(0, 0); graphics.beginFill(0xFF33ff); graphics.drawPolygon(poly.points); graphics.endFill();
  2. Thanks SamTheMighty it works with a small changes
  3. Hello, what i try to do is that my user will be able to draw on the game a figure, such as a rectangle, then I use the coordinates of the rectangle that he draw and when some sprite enter to that area send a message. How can i make that my user whit the mouse can draw over the game?
  4. How can i control the initilization of the game, i know that the first that phaser do is the preload function but i want to execute some Js code and till that part is finished start the game. Help please
  5. So, i made this game and when i try to add to this web there's a black board over my game. What can i do? There's a pic of my problem: Before on this black thing was the phaser's logo, until I delete phaser.png I think this square is created when import the phaser.min.js file
  6. I want to remove my post. Solved using: function updateA() { groundobjects.callAll('kill'); }
  7. So, when i tried to remove from my my group "groundobjects" works fine only the first time. I will use a database to conect and get coordinates, there's no problem in that. I add the object to the group and with a timer i remove and add other. The first time works fine, then, when i add other sprite in this case with random positions the other are not removed. What im doing wrong? Ah im using a zoom function that i find in this forum Let my code... <script type="text/javascript"> var x = "<?php echo $_SESSION['coord_x']; ?>"; sessionStorage.setItem("c_x", x); var y = "<?php echo $_SESSION['coord_y']; ?>"; sessionStorage.setItem("c_y", y); alert(" " + x + "," + y + " "); function getWidthAndHeight() { var w = (this.width) / 2; var h = (this.height) / 2; sessionStorage.setItem("Ancho", w); sessionStorage.setItem("Alto", h); return true; } function loadFailure() { alert("'" + this.name + "' failed to load."); return true; } var myImage = new Image(); myImage.name = "assets/gray.jpg"; myImage.onload = getWidthAndHeight; myImage.onerror = loadFailure; myImage.src = "assets/gray.jpg"; var oldcamera; var worldScale = 1; var currentBounds; var mapSizeMax; var worldwidth = 1024; var worldheight = 720; var mapSizeX = 8000; var mapSizeY = 4000; var prevScale = {}; var nextScale = {}; var zoompoint = {}; var mapSizeCurrent; var distance = 0; var olddistance = 0; var distancedelta = 0; var easing = 0.1; var game = new Phaser.Game(worldwidth, worldheight, Phaser.AUTO, '', {preload: preload, create: create, update: update}); function preload() { game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.setScreenSize(true); game.load.image('clouds', 'assets/gray.jpg'); game.load.image('dude', 'assets/body.png'); game.load.image('diamond', 'assets/diamond.png'); } function create() { timer = game.time.create(false); timer.loop(5000, updateStars, this); timer.start(); worldScale = 1; stageGroup = game.add.group(); // this group will contain everything except the UI for scaling backgroundobjects = game.add.group(); groundobjects = game.add.group(); mapSizeMax = mapSizeX; mapSizeCurrent = mapSizeMax; background1 = game.add.sprite(0, 0, 'clouds'); backgroundobjects.add(background1); stageGroup.add(backgroundobjects); sprite = game.add.sprite(sessionStorage.getItem("c_x"), sessionStorage.getItem("c_y"), 'dude'); groundobjects.add(sprite); stageGroup.add(groundobjects); currentBounds = new Phaser.Rectangle(-mapSizeX, -mapSizeY, mapSizeX * 2, mapSizeY * 2); game.camera.bounds = currentBounds; game.camera.focusOnXY(sessionStorage.getItem("Ancho"), sessionStorage.getItem("Alto")); game.input.mouse.mouseWheelCallback = function (event) { var wheelDelt = game.input.mouse.wheelDelta; if (wheelDelt < 0) { mapSizeCurrent -= 150; mapSizeCurrent = Phaser.Math.clamp(mapSizeCurrent, worldwidth, mapSizeMax); } else { mapSizeCurrent += 150; mapSizeCurrent = Phaser.Math.clamp(mapSizeCurrent, worldwidth, mapSizeMax); } worldScale = (mapSizeCurrent / mapSizeMax); }; } function update() { //touch zoom if (game.input.pointer1.isDown && game.input.pointer2.isDown) { olddistance = distance; distance = Phaser.Math.distance(game.input.pointer1.x, game.input.pointer1.y, game.input.pointer2.x, game.input.pointer2.y); distancedelta = Math.abs(olddistance - distance); if (olddistance > distance && distancedelta > 4) { mapSizeCurrent -= 150; } else if (olddistance < distance && distancedelta > 4) { mapSizeCurrent += 150; } mapSizeCurrent = Phaser.Math.clamp(mapSizeCurrent, worldwidth, mapSizeMax); //prevent odd scalefactors - set a minimum and maximum scale value worldScale = (mapSizeCurrent / mapSizeMax); //calculate point between fingers (zoompoint.x and zoompoint.y) if (game.input.pointer1.x < game.input.pointer2.x) { zoompoint.x = game.input.pointer1.worldX + (Math.abs(game.input.pointer1.worldX - game.input.pointer2.worldX) / 2); } else { zoompoint.x = game.input.pointer2.worldX + (Math.abs(game.input.pointer1.worldX - game.input.pointer2.worldX) / 2); } if (game.input.pointer1.y < game.input.pointer2.y) { zoompoint.y = game.input.pointer1.worldY + (Math.abs(game.input.pointer1.worldY - game.input.pointer2.worldY) / 2); } else { zoompoint.y = game.input.pointer2.worldY + (Math.abs(game.input.pointer1.worldY - game.input.pointer2.worldY) / 2); } } else { // wheelzoom zoompoint.x = game.input.mousePointer.worldX; zoompoint.y = game.input.mousePointer.worldY; } // move camera / pan if (game.input.activePointer.isDown && !game.input.pointer2.isDown) { if (oldcamera) { // if moving the world always continue from the last position game.camera.x += oldcamera.x - game.input.activePointer.position.x; game.camera.y += oldcamera.y - game.input.activePointer.position.y; } oldcamera = game.input.activePointer.position.clone(); } // adjust camera center and zoom here else { oldcamera = null; rescalefactorx = mapSizeX / (mapSizeX * stageGroup.scale.x); // multiply by rescalefactor to get original world value rescalefactory = mapSizeY / (mapSizeY * stageGroup.scale.y); prevScale.x = stageGroup.scale.x; prevScale.y = stageGroup.scale.y; nextScale.x = prevScale.x + (worldScale - stageGroup.scale.x) * easing; nextScale.y = prevScale.y + (worldScale - stageGroup.scale.y) * easing; var xAdjust = (zoompoint.x - game.camera.position.x) * (nextScale.x - prevScale.x); var yAdjust = (zoompoint.y - game.camera.position.y) * (nextScale.y - prevScale.y); //Only move screen if we're not the same scale if (prevScale.x != nextScale.x || prevScale.y != nextScale.y) { var scaleAdjustX = nextScale.x / prevScale.x; var scaleAdjustY = nextScale.y / prevScale.y; var focusX = (game.camera.position.x * scaleAdjustX) + xAdjust * (rescalefactorx); var focusY = (game.camera.position.y * scaleAdjustY) + yAdjust * (rescalefactory); game.camera.focusOnXY(focusX, focusY); } //now actually scale the stage stageGroup.scale.x += (worldScale - stageGroup.scale.x) * easing; //easing stageGroup.scale.y += (worldScale - stageGroup.scale.y) * easing; } } function updateA() { groundobjects.destroy(); stageGroup.remove(groundobjects); } function updateStars() { updateA(); sprite = game.add.sprite(100+Math.random() * 900, 100+Math.random() * 900, 'dude'); groundobjects.add(sprite); stageGroup.add(groundobjects); } </script>