RalphWiggum

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  1. @samid737 your code works fine for me I have this keyboard https://www.amazon.com/Razer-RZ03-00070100-R2M1-Tarantula-Gaming-Keyboard/dp/B000I20IHA
  2. the map is 20 across and begins with index one click on the 2nd square of row two and you'll see the property "start" since the rows are 20 across the "start" tile is tile number 22 find the 22nd element in the data array of the json file it has a value of 30 so tile ID 30 should be the "start" tile but according to the tileproperties in the json file tile ID 29 is the tile with a property of start so it looks like the tileproperties starts counting at zero (0 - 29), but the data counts counting at one (1 - 30) you can change currentDataString to this currentDataString = "Tile at position " + ( (y * map.width) + (x+1) ) + " has an ID of " + tile.index + " -- x = " + x + " y = " + y + " -- " + JSON.stringify( tile.properties ); to see more info
  3. I moved the add audio array stuff into create but kept the load audio in the preload and I got it to work see code here - https://pastebin.com/sFbF2JgR of course I had to use different sound files I picked some from the phaser example folder I wonder if the problem could be this that I saw and made bold https://photonstorm.github.io/phaser-ce/Phaser.State.html preload() preload is called first. Normally you'd use this to load your game assets (or those needed for the current State) You shouldn't create any objects in this method that require assets that you're also loading in this method, as they won't yet be available.
  4. could you try using phaser.js instead of phaser.min.js ? and then paste the error output with line numbers ?
  5. thanks that explains a lot is there a place where all these changes are listed I see this page https://photonstorm.github.io/phaser-ce/#change-log and read the Change Log there but it it only has the most recent changes --- so the gravity change isn't mentioned It does have this line For changes in previous releases please see the extensive Version History. But the link leads me to a 404 page https://photonstorm.github.io/phaser-ce/CHANGELOG.md
  6. So I'm brand new to Phaser I decided to try the click burst example as a tutorial http://phaser.io/examples/v2/particles/click-burst I'm on MS Windows I have the latest Chrome browser. I download phaser.js and phaser.min.js from here http://phaser.io/download/stable (this is the 2.7.6 version) I downloaded the Mongoose web server as recommended here http://phaser.io/tutorials/getting-started/part2 I copied the code from the click burst example and put it inside a web page named index.html https://pastebin.com/P4dDtXSK I started Mongoose and navigated to index.html (which is local on my D: drive) The page opened. I could see color and if I clicked on the page a diamond showed up. Then another diamond, and another and another... But, the diamonds weren't being a "fountain" of diamonds. They were showing up directly under each other and not moving. Every time I clicked I got a new emitter in the clicked position, but the diamonds weren't moving. I did a google search for relevant terms and only found the mention of emitter explode being better than emitter start. Finally found the API https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#gravity and saw that gravity is a Phaser point. Which led me to line 121 of emitter.js https://photonstorm.github.io/phaser-ce/src_particles_arcade_Emitter.js.html#sunlight-1-line-121 The example set gravity with emitter.gravity = 200; but line 121 sets gravity with this.gravity = new Phaser.Point(0, 100); The line in the example does not look like a point to me (its only one number). So I changed the code in my html file to set gravity the same way line 121 does (by making a new point and assigning it to gravity). emitter.gravity = new Phaser.Point(0, 100); I reloaded my web page in mongoose and now the emitter works as expected. So... what am I missing ? What am I not understanding ? Is the example incorrect ? Why does the example work on the phaser website, but now on my computer ? Is there some really stupid mistake in my code ? Is emitter.gravity = 100; a shortcut for emitter.gravity = new Phaser.Point(0, 100); Oh, I'm also a total noob to javascript. I'm an expert in MS Excel and VBA and beginner / intermediate in R so I know some programming. Thanks for the help