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  1. Or I think you can use fat arrow function like: b.events.onOutOfBounds.add(():void=>{ //resetBox function content }, this};
  2. Hi again, You can check my example project at: http://flycoglobal.com/B737schematics/example/ Our framework is embedded inside Level.js file. Also I attached Phaser Editor project of example. It includes framework either as TypeScript and Javascript. The exaple is completely dummy. Don't take it account as aircraft schematic. I prepared it only to show how the framework works. Also you can check the previous three real schematic example in this post. The other attachment is the document that I used when coding B737 Hyraulic Schematic at the address: http://www.flycoglobal.com/B737schematics/HydraulicPowerDist/ We will provide these documents, sprites and animation spritesheets and want to get working schematic codes. These are all the details about the project. shapeControllerEx.zip docForHydaulicSystem.zip
  3. Hi everyone, Unfotunatelly I recognized some bugs at our framework. I'll respond you just in one or two days. Sorry for the delay.
  4. Hi, Our company develop simulations of aircraft systems. We are looking for developers that use Phaser Editor, and has knowledge of Typescript or Javascript and Phaser. Also we will provide you our own framework for developing easier and faster. It's a fully freelance job and we will give you only deadline. Payment method is open to negotiation. You can check our examples here: http://www.flycoglobal.com/B737schematics/ExteriorLightingLocations/ http://www.flycoglobal.com/B737schematics/BleedAirSystem/ http://www.flycoglobal.com/B737schematics/HydraulicPowerDist/
  5. hektor74

    Animate CC exporter

    Hi, In the screenshot above you can see the spritesheet export window of Animate CC. I go to this windows by right clicking on a movieclip and selecting "generate spritesheet" from the menu. On the spritesheet export window, inside the red rectangle you can see that I prefered custom and insert witdh and height to tile my movieclip contents horizontally. If this customly orginized with and height are not fits the minimal needs you will see an exclamation mark next to image dimensions selection box. This means you should increase the height or width till this mark is disappeared. Then in the dark blue rectangle you see that I prefered basic algorithm and JSON data format. Border and shape padding arrangements is up to you. I recommend to export the spritesheet directly into your phaser asset directory. Then in Phaser Editor open a pack file and in the screen above after createing a section click on the "add asset" button inside the red rectangle and choose spritesheet entry inside the dark blue rectangle. Then open the json file that Animate CC created with png image file while exporting spritesheet. Insert values of width, height and padding to the fields of Phaser Editor's spritesheet properties. After finishing and saving this pack editing session you can use this spritesheet by drag-dropping this asset into your canvas visually.
  6. Hi everyone, Despite I made changes on Level.canvas virtually, level file isn't changed at all. Even after I restart the application, I see updated version of Level.canvas but the level file remains the same.
  7. Hi to everyone here, I'm new at phaser editor. I code in Typescript. I want to create a class and import it in level.ts. Bu I got "Uncaught ReferenceError: exports is not defined" message at browser's console. My code is this: ///<reference path="ShapeControllerHTMLV1.ts" /> // -- user code here -- /* --- start generated code --- */ // Generated by Phaser Editor 1.4.3 (Phaser v2.6.2) /** * Level. */ import { shapeController } from "./ShapeControllerHTMLV1"; class Level extends Phaser.State { constructor() { super(); } init() { this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; } preload () { this.load.pack('section0', 'assets/pack.json'); } create() { var a = new shapeController.Greeter(this.game, 10, 10, 'blabla'); } } And this is my class: export namespace shapeController{ export class Greeter extends Phaser.Sprite{ constructor(gm:Phaser.Game, _x:number, _y:number, _name:string){ super(gm, _x, _y, _name); } } } Thanks in advance.