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About Henrique

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  • Birthday 06/11/1987

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    Game Dev
  1. I fix the "th" thing and other minor typos. hehe. Thanks! I'll show you to education professionals, maybe get some investment. If I succeed I will give continuity to the game.
  2. Any suggestion?
  3. thanks for the feedback! Add a "tip" to the loading screen and also add a time bar per turn. By the way, I put the demo on kongregate too! Take a look. http://www.kongregate.com/games/HenriquePikachu/the-42nd-bridge-demo
  4. Hi everyone My entry in Jamtastic vol.#1 Play here: (link fix) Made with: Phaser/Typescript (I'll put the game code in github soon. ) Any comments, feedback or suggestions anyone has is greatly appreciated =D
  5. At the time I used version 1.x. Take a look at this link. I hope it helps with something.
  6. Try (jquery): $.post("<SERVER_URL>", {objects: objects}, function(result){ alert('Done!'); }); Remember, you still can use javascript / libs / frameworks. In my personal projects, I use angular to do things that are not part of the game logic.
  7. I would do one of the following: State Change Params Temp Save Game State (localstorage, indexeddb/websql...) Maybe create your own class to persist/manage these variables/states.. (extends Phaser.State)
  8. Ok, a solve the client download problem, add some hints and create a new template: details: https://github.com/pe77/pkframework-examples running: pkframe init -p layers template running print: // "hey kiddo... Over here! Do you want kill some vampire lords"?
  9. >First of all: Sorry for my shitty english... I created this collaborative framework not with the intention of remaking the library(phaser) but organize code and the development environment. I separated in three parts: > Pkframework (github project) The framework itself // need to documentation @todo > Pkframework exemples (github project) Which will be both the repository of examples as the initial development models > Pkframework client (github project) Install the initial models and make them work (webserver, auto typescript compile/deploy, liveload, etc ...) I have some goals: > Development time - Quick installation of an initial template. (Pkframe init -p <example-dir>) - Modular, exensive and reusable code. Create your own lib and / or packages. > Simplify some concepts and create easy way to make somethings: - Layers (@done) - Paralax (@todo) - Pass parameters between states in a clearer way (done) - Events function as (actionscript like) [listener / handler] (done) - Prod / Dev env, deploy and configuration (@todo) - Premade UI layers, boxes, talkbox (@todo) - Integrate external apis (facebook / twitter) (@todo) > Export to mobile My next step is create something like: pkframe export --platform=android --release Export your project using cordova and generate a apk. (Or xcode project for [ios]) > Organizing the development environment If you get the code from another programmer, and this game was made using the framework, it will have a structure pattern. Which also makes it easier to work with someone. > Make It Simple! One of the things I love about the phaser is its simplicity. I started only with the framework, but I managed, through pk-client, to work with 2 commands. You no longer need to worry about apache/ngix, typescript compile (or prototype native js), and no browser refreash! A very similar environment with ionic. Only you need if NodeJS installed and pkframe client: - Install nodejs - run [npm install -g pkframe] Ok, now to install one of the initial templates or examples just need to run: - [pkframe init] // in an empty folder | default get a basic example/template | you can use [-p layers] to see another littler more complex example - [pkframe go] // to run all the rest // for some reason, only the first time i run [pkframe init], a get a error but, on the second attempt works. Dont give up! With the server running(simple local httpserver), each change in the code will compile the ts(auto tsc -w) files and refresh the browser(liveload). I wonder what you think of the idea? How is a fully open source project, I thought of something collaborative.
  10. hahahahah. Nice! that sound...
  11. In one of my games runs into an angular application. When the player reached highscore, I take a print out of the canvas and send the image to the server. However, this action was triggered by the game(phaser canvas), not by the angular app. // get angular scope this._scope = angular.element($('ion-view')).scope(); // call controller function this._scope.ShareRanking(this._game); in angular controller: $scope.ShareRanking = function(game) { $scope.rankingImage = game.canvas.toDataURL(); // bla bla bla ... Just do the same by adapting the code to, whatever it is using outside the phaser. scope: javascript.app { phaser.app } Just pick up the variable / function. outside canvas: var foo = function (param) {console.log ('done!', param)} inside: foo('yeah!'); Sorry for my shit English. I hope I have helped! = D
  12. Thank you! I'll keep that in mind.
  13. Hi! I have a little issue or misunderstanding. I do not know yet, help me figure it out. Look at the following code: // inside state create this.game.physics.arcade.gravity.y = 150; // create a simple group with a sprite into this.groupTest = new Phaser.Group(this.game); this.groupTest.enableBody = true; this.groupTest.add(this.game.add.sprite(0, 0, 'simon')); // f5 here : OK - Noting happen // or p2 this.game.physics.enable(this.groupTest, Phaser.Physics.ARCADE); // f5 here : OK - group and sprite inside fall like a rock // body undefined this.groupTest.body.velocity.x = 0; If I change the group by sprite it works, BUT, I need it to be with group. I know that in pure javascript inject variables (like body), it would work without any problems. But I'm doing it in Typescript and in Phaser.Group has no body. How to make it work? thnks! =D