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j0hnskot last won the day on October 2 2014

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About j0hnskot

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  1. CanvasInput - Canvas Text Input library

    I can edit the fields. Take a look at the screenshot: Do you mean something else?
  2. CanvasInput - Canvas Text Input library

    Works perfectly if you assign the canvas of a bitmapData , and then assign the bitmapData as the texture of a sprite. Use onInputDown event to focus the CanvasInput object. Example : var bmd = game.add.bitmapData(200, 200);var input = new CanvasInput({ canvas: bmd.canvas});game.add.button(10, 10, bmd, function(){input.focus()}, this);
  3. TileSprite collision change. Bug or misunderstanding?

    I need to open my eyes a bit more. Thanks Rich!
  4. Hey there! I was updating one of my games to the latest version of Phaser (2.3.0) and the collision between moving sprites and a tileSprite object didn't work. The same exact game, works perfectly with 2.2.2 . Check THIS example , made with 2.3.0 and THIS for the same example, with 2.2.2 . I went through the changelog but I couldn't find something relevant. Is this intended? If not, I will open a ticket at github.
  5. Check the following : http://www.html5gamedevs.com/topic/9785-duplicate-and-start-drag/ I suspect it's the same case.
  6. Storing data in sprite object

    You could extend the sprite object like in the following example : http://phaser.io/examples/v2/sprites/extending-sprite-demo-1 Or you could add a property directly on each object like var spriteA = game.add.sprite(100, 100, 'key');spriteA.property= 'value';If you are new to javascript , check the following article which gives more details about objects : https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Working_with_Objects
  7. File Package not signed correctly

    I don't think this is relevant to Phaser but here is a guide i followed to sign one of my games: https://www.scirra.com/tutorials/861/how-to-sign-and-align-your-android-app-apk
  8. Common Phaser + CocoonJS issues

    @Horror812 Make sure that you give no parent element name when you generate the Phaser.Game instance. for example : var game = new Phaser.Game(800,600, Phaser.CANVAS, '')I remember having the same problem because i used a specific parent element.
  9. Extending Sprite and damage();

    What version of Phaser are you using?
  10. Extending Sprite and damage();

    could you try swaping function playerHit( bullet, player ) with function playerHit( player, bullet ) and see if it works?
  11. Extending Sprite and damage();

    Can you give us some relevant code?
  12. Can't jump

    This is because each frame the touching object gets reset to false. You were checking if the player is touching down before physics did the check for that, resulting to false.
  13. Can't jump

    Could you try changing " this.player.body.touching.down " in your UP key check with "this.player.body.blocked.down" ?
  14. Beginner Help

    Nothing holds you back to create a RPG game with phaser. There are already many different types of game created with Phaser, including rpgs. The states are referring to the whole game. For example, The main menu and the game should be different states. They are used for better grouping of your code and easier memory clean up , since when you change a state every sprite gets destroyed (this is how they work by default). But nobody is forcing you to use states. About the player class : There is no specific class you must use to create a player entity and i don't think there is a need to. A player will be a sprite. You can extend the sprite object and set it to meet your needs for the player creation. Phaser is javascript and not a strict game maker. You can create all the "classes" you want.
  15. Undefined property in the callback

    I guess the "new field() " you are calling is a sprite constructor, so the only problem i see is that you call this.fieldSprites[i].angle on a group which is not an array. Try "this.fieldSprites.children.angle".