khleug35

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  1. @Stephan Awesome !!! it work!!!!! Thank you very much for the awesome code and teaching me!!!  Have a nice day!!! Thanks again!!!
  2. @taoprox Thank you for a reply and remind, my apologies for misspelling but I using 'paused' now and not work : (
  3. How to check if the timer is paused?? the following is my example code game.createScene('Main', { init: function() { this.animation = game.Timer.add(100, function() { //dosomething }, true); this.animation.pause(); }, I try to using "this.animation.pasued", but not work update: function() { if(this.animation.pasued){ //check if the timer is paused, but not work this.animation.resume(); } any idea??? Thank you very much.
  4. Thanks for this!!!!!!!! you are an absolute legend! I love this. I will build 3D game for my third panda2 game
  5. Oh dxmn !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I missed Storage Example from https://www.panda2.io/examples#storage-get In Panda2, in order to make save, I don't need to use localStorage it just use game.storage , my problem can solved. here is some example for saving game data game.config = { storage: { id: 'myGame' } }; game.module( 'game.main' ) .body(function() { game.createScene('Main', { init: function() { if(game.storage.get('score') === undefined || game.storage.get('score') === null ){ this.number = 1; game.storage.set('score', this.number); }else{ this.number = game.storage.get('score'); } this.shownumber = new game.SystemText(this.number); this.shownumber.size = 36; this.shownumber.font = 'serif'; this.shownumber.color = '#ff0000'; this.shownumber.align = 'center'; this.shownumber.x = game.width / 2; this.shownumber.addTo(this.stage); } , mousedown: function() { this.number++; game.storage.set('score', this.number); }, update: function() { this.shownumber.text = this.number; }, }); }); @enpu Thanks
  6. @enpu Thanks The following is my Panda 2 log files error code [2019-02-16 17:59:23.389] [error] panda-toolkit error: /Users/admin/Desktop/Game/Burning/src/game/main.js:2 if(localStorage.getItem("Upgrade") === undefined || localStorage.getItem("Upgrade") === null){ ^ ReferenceError: localStorage is not defined at Object.<anonymous> (/Users/admin/Desktop/Game/Burning/src/game/main.js:2:4) at Object.<anonymous> (/Users/admin/Desktop/Game/Burning/src/game/main.js:2757:3) at Module._compile (module.js:571:32) at Object.Module._extensions..js (module.js:580:10) at Module.load (module.js:488:32) at tryModuleLoad (module.js:447:12) at Function.Module._load (module.js:439:3) at Module.require (module.js:498:17) at require (internal/module.js:20:19) at requireScriptTags (/Applications/Panda 2.app/Contents/Resources/app.asar/node_modules/panda-toolkit/build.js:82:13) [2019-02-16 17:59:23.404] [error] panda-toolkit exit: 1 the log display that localStorage is not defined. I think that the localStorage can't put out of game .modules tab. but the game can play on the web, only not work in mobile Any good idea to create the save game function in the game and work on mobile?? Thank you very much
  7. Hello everyone , I would like to create save game function for my new game. so I using localStorage method, the following is my code, I write the script out of game.modules tab. if(localStorage.getItem("SAVEGAME") === undefined || localStorage.getItem("SAVEGAME") === null){ var savedata =0; localStorage.setItem("SAVEGAME", savedata); }else{ localStorage.getItem("SAVEGAME") } game.module( 'game.main' ) .require( 'game.player' ) .body(function() { game.createScene('Main', { init: function() { var text = new game.SystemText('Hello Panda'); text.size = 36; text.addTo(this.stage); } }); }); The game is not an error. but I Export project to build apk. the editor display this message. how to solve this problem? thank you very much. thx
  8. @enpu OH, Thank you very much for this solution, !! I downloaded the example It is more helpful and work for me !!!! thanks again
  9. About the joystick plugin problem. Is it possible to make the sprite rotation angle follow by joystick pad position?? if the joystick pad move to right-left, the sprite angle is right-left like the following images The following is my solution, but I think it is not the best way. I create the hidden object and the joystick can control the hide sprite movement. this.gun.rotation= this.gun.position.angle(game.scene.HiddenObject.point.position); like the following image Hidden object class game.createClass('HiddenObject', { init: function() { this.point = new game.Sprite('circle2.png') this.point.anchorCenter(); this.point.alpha =0 this.body = new game.Body(); this.body.collisionGroup = game.Body.POINTER; this.body.collideAgainst= [game.Body.WALL]; this.body.position.x = 500; this.body.position.y = 600; var shape = new game.Rectangle(this.point.width, this.point.height); this.body.addShape(shape); this.body.addTo(game.scene.world); this.body.collide = this.collide.bind(this); var ths = this; }, collide: function(body) { if (body.collisionGroup === game.Body.WALL) { return true; } return true; }, update: function() { if(game.scene.joystick2.axis.x ==0 && game.scene.joystick2.axis.y ==0){ this.body.velocity.x = 0; this.body.velocity.y = 0; } this.point.position.x = this.body.position.x; this.point.position.y = this.body.position.y; this.body.velocity.x += game.scene.joystick2.axis.x * 4800; this.body.velocity.y += game.scene.joystick2.axis.y * 4800; } Rotation Sprite class game.createClass('rotationsprite', { init: function() { this.gun = new game.Sprite('gun.png'); this.gun.anchorCenter(); this.gun.position.set(450, 550); this.gun.addTo(game.scene.container); }, update: function(){ this.gun.rotation= this.gun.position.angle(game.scene.HiddenObject.point.position); } } }); Any idea,? thank, I am sorry about my poor English.
  10. @ShrewdPixel Thank you for your suggestion and thank you for playing Your comment is very helpful to make improve my game quality to my next game. Thank you for play all game to Game Showcase Pages and leave a more useful comment to each developer, thanks , have a nice day!
  11. Very awnsome game!!!! Good Job, Great work!!! I Can't Stop Playing It,
  12. Great Jobs, Thank for the update
  13. @enpu Thank you for reply and suggestion. TinyPNG and TexturePacker is a nice, simple to compress images online, thx
  14. @Wolfsbane Thx for reply The reason for I doing each scene load. I hope I don't want to load all asset in the main scene(it will case initial load time quite slow) so I doing each scene load. I tested it, when the game load the assets for each one time. the second time very too fast, so I think when the system load the assets one time, It will not load the asset again every time.
  15. Hello, @enpu I have received feedback, my new game in android app's load time slow and it can be improved. I take a video for reference. https://www.youtube.com/watch?v=WWN6Zc5ceug for my phone 0:00 - 0:02 The initial load time is taken 2sec. 0:04 - 0:09 Stage Select load time is taken 5sec. 0:10 - 0:12 Stage 1 load time is taken 2sec. 2:56 - 2:58 Stage 2 load time is taken 2sec. 5:12 - 5:14 Stage 3 load time is taken 2sec. 8:20 - 8:23 Stage 4 load time is taken 3sec. 12:27 - 12:29 Final Stage load time is taken 2sec. 15:41 - 15:46 Final Stage 2 load time is taken 5sec. For me, I think that the load time is not very very slow, but is it possible to improve??? thank you very much