skywalker

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About skywalker

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  1. Colorize - puzzle game

    thanks guys for feedback i think you are all right it is very hard i thought hardness make the game challenging i would like to say that i fiend feedback from others is the most useful thing in game dev journey , i learn alot from feedback more than tuts , courses thanks again <3 love Phaser
  2. Colorize - puzzle game

    Hi i would like to share with you my last game i made with phaser framework it is cross platform mobile ready game the source code is available on codecanyon codecanyon : https://goo.gl/H2nvea play the game : https://goo.gl/MojVRz video : https://goo.gl/gnl2fq
  3. coconjs button freeze

    i made a simple on game controller for a game when test it with coconjs it sometimes freezes and not responding to touch specially on slow devices then it works and so on this.sprite.events.onInputDown.add(function(){ console.log("down") if (GAME.paused == false) { this.sprite.alpha = 1; this.pressed = true; }; }, this); this.sprite.events.onInputUp.add(function(){ if (GAME.paused == false) { this.sprite.alpha = 0.35; this.pressed = false; }; }, this); and they are fixed to camera
  4. draw Base64 png data with phaser.js

    stile black screen it work fine on firfox but not chrome
  5. draw Base64 png data with phaser.js

    hello everyone im making a game with phaser and i want to take a screenshot from one scene and draw it to another by using game.canvas.toDataURL(); this is what i have tried so far in the first scene GAME.cc = game.canvas.toDataURL(); second one var img = new Image(); img.onload = function(){ var base = new PIXI.BaseTexture(this), texture = new PIXI.Texture(base); var sp = game.add.sprite(0,0); sp.setTexture(texture); }; img.src = GAME.cc; there is no error in console but the sprite is completely black !! so ... what is the problem . on stackoverflow http://stackoverflow.com/questions/29733356/draw-base64-png-data-with-phaser-js
  6. phaser , Circle button

    im trying to make a circle button with tap event i used hitArea property from sprite class and using pixi Circle class i did that this.sprite = game.add.sprite(50,50,"cursors"); this.sprite.anchor.set(0.5,0.5); this.sprite.hitArea = new PIXI.Circle(50,50,84); this.sprite.inputEnabled = true; this.sprite.events.onInputDown.add(function(){ console.log("clicked"); }); }; it is not working at all so i tried removing this.sprite.anchor.set(0.5,0.5); input is work fine when there is no hit Area so what should i do note : phaser version is 2.2.2
  7. p2 collision is lost !

    i created 2 sprites and added p2 body for each of them first on is the player it is , second is static and when i checkd for collision for each of them it works but only if the second one is not moving when i move the second sprite around the world for example this.update = function(){ block.body.x = block.body.x -1; }; it is not collide with the other sprite what is the problem :/ !
  8. im a beginner in Phaser.js game development and i want to create static body to group , with p2 physic system i created the group and then started the physic system. var block_group = game.add.group(); var Y = 20; for (var i = 0; i < numberOfBlocks; i++) { block_group.create(400,Y,'block'); Y = Y +15; }; game.physics.startSystem(Phaser.Physics.P2JS); block_group.enableBody = true; block_group.physicsBodyType = Phaser.Physics.P2JS; when i print block_group.body it gives me undefined so i tried using forEachAlive and it stile the same however it works fine for single sprite , but with a group it is not working .
  9. The Phaser 3 Wishlist Thread :)

    box2d support it is crazy idea but if there is scene editor for framework will be better
  10. hi i made a game with phaser last version it works fine in web but in mobile devices its become very slow the game is about cars and racing something like that i package it to APK with crosswalk i tried coconjs it is not working only black screen show up and then nothing please help me to solve my problem
  11. remove black border in mobile game

    i tried all the ways in the topic nothing work correctly
  12. remove black border in mobile game

    function create(){ game.stage.disableVisibilityChange = true; if (game.device.desktop) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.maxWidth = 1440; game.scale.maxHeight = 960; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.setScreenSize(true); var ow = parseInt(this.game.canvas.style.width,10); var oh = parseInt(this.game.canvas.style.height,10); var r = Math.max(window.innerWidth/ow,window.innerHeight/oh); var nw = ow*r; var nh = oh*r; game.canvas.style.width = nw+"px"; game.canvas.style.height= nh+"px"; game.canvas.style.marginLeft = (window.innerWidth/2 - nw/2)+"px"; game.canvas.style.marginTop = (window.innerHeight/2 - nh/2)+"px"; document.getElementById("gameContainer").style.width = window.innerWidth+"px"; document.getElementById("gameContainer").style.height = window.innerHeight-1+"px";//The css for body includes 1px top margin, I believe this is the cause for this -1 document.getElementById("gameContainer").style.overflow = "hidden"; console.log(nw); }else{ game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.maxWidth = 1440; game.scale.maxHeight = 960; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.forceOrientation(true, false); //game.scale.hasResized.add(this.gameResized, this); //game.scale.enterIncorrectOrientation.add(this.enterIncorrectOrientation, this); //game.scale.leaveIncorrectOrientation.add(this.leaveIncorrectOrientation, this); game.scale.setScreenSize(true); game.scale.setShowAll(); game.scale.refresh(); // below code is not working /*var ow = parseInt(this.game.canvas.style.width,10); var oh = parseInt(this.game.canvas.style.height,10); var r = Math.max(window.innerWidth/ow,window.innerHeight/oh); var nw = ow*r; var nh = oh*r; game.canvas.style.width = nw+"px"; game.canvas.style.height= nh+"px"; game.canvas.style.marginLeft = (window.innerWidth/2 - nw/2)+"px"; game.canvas.style.marginTop = (window.innerHeight/2 - nh/2)+"px"; document.getElementById("gameContainer").style.width = window.innerWidth+"px"; document.getElementById("gameContainer").style.height = window.innerHeight-1+"px";//The css for body includes 1px top margin, I believe this is the cause for this -1 document.getElementById("gameContainer").style.overflow = "hidden"; */ }; hi im a beginner phaser js game developer i made a small games that responsive all screen and i have problem with mobile devices there is black border around the game stage i want my game to fit all the screen without losing the resolution i used the code in this tobic http://www.html5gamedevs.com/topic/5949-solution-scaling-for-multiple-devicesresolution-and-screens/ it is only works for desktop browser see attachment ile 1 it is small test but in the mobile device it looks like that i want solve this problem to it my mobile screen without losing resolution here is the code i use or Boot
  13. repeat tile sprite forever

    hi im building car game , i want my car move around with no limits look to attached file the code is this.preload = function(){ game.load.image('redCar', 'assets/images/redCar.png'); game.load.image('picture2', 'assets/images/policCar.png'); game.load.image('land','assets/images/scorched_earth.png') }; this.create = function(){ game.world.setBounds(-3000, -3000, 4000, 4000); land = game.add.tileSprite(-3000, -3000, 4000, 4000, 'land'); //land.fixedToCamera = true; redCar = game.add.sprite(300, 500, 'redCar'); game.camera.follow(redCar); //redCar.anchor.setTo(0.5, 0.5); game.physics.enable(redCar, Phaser.Physics.ARCADE); redCar.body.drag.set(0.2); redCar.body.maxVelocity.setTo(400, 400); redCar.body.collideWorldBounds = true; redCar.body.allowRotation = false; redCar.anchor.setTo(0.5, 0.5); //redCar.body.drag.set(0.2); //redCar.body.maxAngular = 500; //redCar.body.angularDrag = 500; redCar.angle =90; cursors = game.input.keyboard.createCursorKeys(); //redCar.body.angularAcceleration = 0; }; this.update = function(){ if (currentSpeed > 0) { game.physics.arcade.velocityFromRotation(redCar.rotation, currentSpeed, redCar.body.velocity); } if (cursors.up.isDown) { currentSpeed += 5; if (currentSpeed>=500) {currentSpeed = 500}; }else{ if (currentSpeed>0) { currentSpeed -= 4; // if (currentSpeed<0) {currentSpeed=0}; }; }; if (cursors.right.isDown && currentSpeed >0) { redCar.angle += 2; //console.log(currentSpeed); }else if(cursors.left.isDown && currentSpeed >0) { redCar.angle -= 2; }; };