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Found 48 results

  1. Hi, i'm slowly developing a remake of Prince of Persia in HTML5 using Phaser. You can follow my devlog on http://ultrabolido.wordpress.com For now, you can try to play with some prince actions: jump, run, crawl, ... Click here to test I would really appreciate any feedback you can give me Thanks
  2. UnlimitedX

    F2P MMO (browser game) also on Steam

    Hello, we just released a new MMO game on Steam : Battlestick. The game is also playable at http://battlestick.net What is your ping please? We have install a new server (Canada based) and we would like to be sure US players don't have too much ping. Also, Battlestick is made with PhaserJS using web-socket + NodeJS/MongoDB We have received more than 35 000 players in 4 days We hope this will continue so let me know please if you have suggestions or any ideas. Thanks in advance !
  3. panduarif

    [Ask how]Create game for moodle LMS

    Hi All, Anybody in here already create game using phaserjs and embeed to moodle ? i have some problem to do that, if anyone have success, please give me advise. Thank You, P
  4. Hi guys, This is my first Phaserjs Game, and I really enjoyed coding this game. Any suggestions would be really helpful. Name: Ninja bug Description: You are a little bug that flies to avoid obstacles. It is fun to play at home, waiting in line or because you can! - Eat burgers to gain 40 points. - Shoot a obstacle to gain points, the faster the obstacles flies the more points it's worth. Enjoy NinjaBug at home, waiting in a queue or whenever! Url (I hope this is accepted as the url for this forum?): https://play.google.com/store/apps/details?id=com.passieapps.ninjabug Any suggestion would be much appreciated
  5. I'm using laravel's hoa websocket plugin for websocket event listeners, I attached a function on update event to send the players movement to other players. Using 2 browsers to simulate the multiplayer, the one that moves sends an events telling that a player is moving in a certain direction, on the other hand, the one that receives updates the player/enemies movement but it wasn't the exact movement compare to the senders' position. Please help me, below is my code: app.js var Player, randPos, sendUpdate, socket;socket = new WebSocket('ws://127.0.0.1:8899');randPos = function() { return Math.floor((Math.random() * 150) + 50);};sendUpdate = function(type, direction, objectPos) { return socket.send(JSON.stringify({ type: type, direction: direction, det: objectPos }));};Player = function(startX, startY, playerName) { var angle, getAngle, getDetails, getPlayerName, getX, getY, playerId, setPos, x, y; x = startX; y = startY; angle = 0; playerName = playerName; playerId = Number(new Date()); setPos = function(newX, newY, newAngle) { x = newX; y = newY; return angle = newAngle; }; getX = function() { return x; }; getY = function() { return y; }; getAngle = function() { return angle; }; getPlayerName = function() { return playerName; }; getDetails = function() { return { x: getX(), y: getY(), angle: getAngle(), playerName: getPlayerName(), playerId: playerId }; }; return { getX: getX, getY: getY, getAngle: getAngle, setPos: setPos, getPlayerName: getPlayerName, getDetails: getDetails, playerId: playerId };};game.js var bulletTime, bullets, create, downButton, enemies, enemy, fireBullets, fireButton, floor, game, hitWall, leftButton, localPlayer, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;localPlayer = null;bullets = null;bulletTime = 0;enemies = null;enemy = {};wall = null;floor = null;fireBullets = function() { var bullet; if (game.time.now > bulletTime && bullets.countDead() > 0) { bullet = bullets.getFirstDead(); switch (player.angle) { case 0: bullet.reset(player.x, player.y - 20); bullet.body.velocity.y = -400; break; case -180: bullet.reset(player.x, player.y + 20); bullet.body.velocity.y = 400; break; case -90: bullet.reset(player.x - 20, player.y); bullet.body.velocity.x = -400; break; case 90: bullet.reset(player.x + 20, player.y); bullet.body.velocity.x = 400; } bullet.angle = player.angle; bulletTime = game.time.now + 400; }};hitWall = function(bullet, wall) { bullet.kill();};preload = function() { game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'game_assets/assets.png'); game.load.spritesheet('player', 'game_assets/player.png'); game.load.spritesheet('enemy', 'game_assets/enemy.png'); game.load.image('bullet', 'game_assets/bullet.png');};create = function() { var map, startX, startY; game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#FFFFFF'; map = game.add.tilemap('level0'); map.addTilesetImage('assets', 'tiles'); floor = map.createLayer('floor'); wall = map.createLayer('walls'); game.physics.arcade.enable(wall); map.setCollisionBetween(1, 100, true, 'walls'); wall.resizeWorld(); game.physics.arcade.enable(map); game.physics.setBoundsToWorld(); startX = randPos(); startY = randPos(); player = game.add.sprite(startX, startY, 'player'); player.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(player); localPlayer = new Player(startX, startY, 'stnight'); upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP); leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN); rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]); enemies = game.add.group(); enemies.enableBody = true; enemies.physicsBodyType = Phaser.Physics.ARCADE; bullets = game.add.group(); bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.createMultiple(1000, 'bullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); bullets.setAll('checkWorldBounds', true); bullets.setAll('outOfBoundsKill', true); sendUpdate('start', '', localPlayer.getDetails()); game.camera.follow(player);};update = function() { player.body.velocity.y = 0; player.body.velocity.x = 0; game.physics.arcade.collide(player, wall); game.physics.arcade.collide(player, enemies); game.physics.arcade.collide(enemies, wall); game.physics.arcade.collide(bullets, wall, hitWall, null, this); enemies.setAll('body.velocity.y', 0); enemies.setAll('body.velocity.x', 0); if (upButton.isDown) { player.body.velocity.y = -86; player.angle = 0; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'up', localPlayer.getDetails()); } else if (downButton.isDown) { player.body.velocity.y = 86; player.angle = -180; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'down', localPlayer.getDetails()); } else if (leftButton.isDown) { player.body.velocity.x = -86; player.angle = -90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'left', localPlayer.getDetails()); } else if (rightButton.isDown) { player.body.velocity.x = 86; player.angle = 90; localPlayer.setPos(player.x, player.y, player.angle); sendUpdate('pos', 'right', localPlayer.getDetails()); } if (fireButton.isDown) { fireBullets(); } socket.onmessage = function(data) { data = JSON.parse(data.data); switch (data.type) { case 'start': enemy[data.det.playerId] = enemies.create(data.det.x, data.det.y, 'enemy'); enemy[data.det.playerId].anchor.setTo(0.5, 0.5); enemy[data.det.playerId].angle = data.det.angle; break; case 'newPlayer': sendUpdate('start', '', localPlayer.getDetails()); break; case 'pos': enemy[data.det.playerId].angle = data.det.angle; switch (data.direction) { case 'up': enemy[data.det.playerId].body.velocity.y = -86; break; case 'down': enemy[data.det.playerId].body.velocity.y = 86; break; case 'left': enemy[data.det.playerId].body.velocity.x = -86; break; case 'right': enemy[data.det.playerId].body.velocity.x = 86; } } console.log(data); };};game = new Phaser.Game(756, 700, Phaser.AUTO, 'game', { preload: preload, create: create, update: update});the json level { "height":45, "layers":[ { "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], "height":45, "name":"walls", "opacity":1, "type":"tilelayer", "visible":true, "width":45, "x":0, "y":0 }], "orientation":"orthogonal", "properties": { }, "tileheight":32, "tilesets":[ { "firstgid":1, "image":"assets.png", "imageheight":64, "imagewidth":32, "margin":0, "name":"assets", "properties": { }, "spacing":0, "tileheight":32, "tilewidth":32 }], "tilewidth":32, "version":1, "width":45}and the php file that handles the websocket events <?phprequire __DIR__.'/../bootstrap/autoload.php';$server = new Hoa\Websocket\Server( new Hoa\Socket\Server('tcp://127.0.0.1:8899'));// when someone is connected$server->on('open', function (Hoa\Core\Event\Bucket $bucket) { echo 'new player is joined the world', "\n"; $data = array('type' => 'newPlayer'); $bucket->getSource()->broadcast(json_encode($data)); return;});// general stuff$server->on('message', function (Hoa\Core\Event\Bucket $bucket) { $data = $bucket->getData(); $data = json_decode($data['message']); $bucket->getSource()->broadcast(json_encode($data)); return;});// on closing$server->on('close', function (Hoa\Core\Event\Bucket $bucket) { echo 'a player leaved the world', "\n"; return;});$server->run();
  6. stnight99

    [Phaser] Bullet - Wall Collision

    I have a tilemap that has two layers, one is for the floor and the other one is for wall which i assigned as a collision layer. I applied the basic shooting system that i copied from Phaser site's example, now every time i fire the bullets, the first bullet was immediately killed (via bullet.kill()) without touching the wall. Please help me, below is my code: var bulletTime, bullets, create, downButton, fireBullets, fireButton, floor, game, hitWall, leftButton, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;bullets = null;bulletTime = 0;wall = null;floor = null;fireBullets = function() { var bullet; if (game.time.now > bulletTime) { bullet = bullets.getFirstExists(false); if (bullet) { bullet.reset(player.x, player.y); bullet.body.velocity.y = -100; return bulletTime = game.time.now + 200; } }};hitWall = function(bullet, wall) { bullet.kill();};preload = function() { game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'game_assets/assets.png'); game.load.spritesheet('player', 'game_assets/player.png'); game.load.image('bullet', 'game_assets/bullet.png');};create = function() { var map; game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#FFFFFF'; map = game.add.tilemap('level0'); map.addTilesetImage('assets', 'tiles'); floor = map.createLayer('floor'); wall = map.createLayer('walls'); game.physics.arcade.enable(wall); map.setCollisionBetween(1, 100, true, 'walls'); wall.resizeWorld(); game.physics.arcade.enable(map); game.physics.setBoundsToWorld(); player = game.add.sprite(150, 150, 'player'); player.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(player); upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP); leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN); rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]); bullets = game.add.group(); bullets.enableBody = true; bullets.physicsBodyType = Phaser.Physics.ARCADE; bullets.createMultiple(1000, 'bullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); bullets.setAll('checkWorldBounds', true); bullets.setAll('outOfBoundsKill', true); game.camera.follow(player);};update = function() { player.body.velocity.y = 0; player.body.velocity.x = 0; game.physics.arcade.collide(player, wall); game.physics.arcade.overlap(bullets, wall, hitWall, null, this); if (upButton.isDown) { player.body.velocity.y = -86; player.angle = 0; } else if (downButton.isDown) { player.body.velocity.y = 86; player.angle = -180; } else if (leftButton.isDown) { player.body.velocity.x = -86; player.angle = -90; } else if (rightButton.isDown) { player.body.velocity.x = 86; player.angle = 90; } if (fireButton.isDown) { fireBullets(); }};game = new Phaser.Game(756, 700, Phaser.WEBGL, 'game', { preload: preload, create: create, update: update});and below is the json file for the map: { "height":45, "layers":[ { "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 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0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], "height":45, "name":"walls", "opacity":1, "type":"tilelayer", "visible":true, "width":45, "x":0, "y":0 }], "orientation":"orthogonal", "properties": { }, "tileheight":32, "tilesets":[ { "firstgid":1, "image":"assets.png", "imageheight":64, "imagewidth":32, "margin":0, "name":"assets", "properties": { }, "spacing":0, "tileheight":32, "tilewidth":32 }], "tilewidth":32, "version":1, "width":45}I just need the bullets touches the wall first and then kill it.
  7. pashanitw

    how to divide scaled image in sprite

    Hi, I just started learning phaser js. i want to resize an image then divide that scaled image into pieces. how i can achieve this using phaser js?
  8. metalNumb

    Radial Particle Emitter?

    I need to create a particle emitter that emits particles radially with a custom fade/ disappear timeout with radius. Any ideas how to do that with phaserJS ? Thanks !
  9. Is it possible to save a image that I've applied certains filters on? colorMatrix = new PIXI.ColorMatrixFilter(); colorMatrix.matrix = [0,0.0,0.5,-0.2, 0,0,1.0,-0.2, 0.0,0.0,0.5,-0.2, 0.0,0.0,0.0,1] image = game.make.bitmapData() image.load("testpicture") image.filters = [colorMatrix] game.cache.addBitmapData("testImageWithFilter", image); When I pick this up it doesn't have the filter applied abowe. Is this not possible?
  10. My first HTML5 game made with Phaser. I used cocoonJs for the native wrapper and it is currently available for iOS and Android. Thanks to everyone on this forum for helping me work through my first game. Available Now for iOS or Android: Enjoy this tribute to an Atari 2600 classic River Raid. Relive your childhood adventures on the river of no return. Description: Your mission is to score as many points possible by destroying enemy tankers, helicopters, fuel depots, jets and bridges before your jet crashes or runs out of fuel. Features: - Fully unlocked game (no in-app purchases needed) - Ad free - Endless levels with many level maps from the original game - Responsive touch controls - Universal: iPhone, iPad and iPod Touch - Game Center / Google Play Games To learn to fly successful missions, you'll need the sensitivity, touch and sharpshooting skills of a precision jet pilot. But that takes time and practice. Good Luck!
  11. Play Curvatron (Web) Get Curvatron for Android Some info: Tested on Chrome but should work on any HTML5 capable browser. Some stuff might not work properly on all browsers, like the text fonts, sound effects, or music. Also works on mobile browsers (single player only), but there will probably be performance issues. Me and a friend of mine made this game in about a week. We just finished cleaning up some bugs so we could release this Beta and see what people think of the game. Still needs to be optimized, performance will drop when players get too big. Single Player: There aren't any instructions in the game for now, so if you're lost: you can control the snake by using the Q key (default, can be changed) or by clicking/touching the screen. This makes the rotating snake change directions. Regular snake rules apply, with the player colliding with itself and collecting the gold circles to make itself bigger. Multiplayer: Each player is assigned a button, and the players don't collide with themselves, only with each other. The biggest player gets the crown, and the last player to have the crown wins. Ties don't really work very well right now. The basic single player mode is pretty much completely done (although we have a lot of ideas for other game modes), but the multiplayer mode still needs some work. Should still be fun with a few friends. Good luck trying to play with 8 people on the same keyboard, though. I still need to work on some stuff so people can use any key on the keyboard and not just the letters/numbers, and also let people play with a game controller. Hope you like it, but if you don't, please tell me why
  12. I also posted this under the Plugin-post First of all ~ thank you for this awesome plugin for this awesome framework ~ Overlap / Collision I have run into a problem which I do not know how to solve or why it happens. using latesest Phaser 2.1 and isoPlugin. no big GameCode, small for testing: When I check for overlap or collision in the update fun, nothing happens. the overlap / collision always returns: false Create: this.game.physics.startSystem(Phaser.Plugin.Isometric.ISOARCADE);this.game.physics.isoArcade.gravity.setTo(0, 0, -500); this.player = game.add.isoSprite(300, 200, 0, 'cube', 0, isoGroup);this.player.anchor.set(0.5, 1);game.physics.isoArcade.enable(this.player);this.player.body.collideWorldBounds = true;this.player.body.bounce.set(0,0,0.3);this.pillar = game.add.isoSprite(400, 100, 400, 'pillar', 0, isoGroup);this.pillar.anchor.set(0.5, 1);game.physics.isoArcade.enable(this.pillar);this.pillar.body.collideWorldBounds = true;this.pillar.body.immovable = true;Update: game.physics.isoArcade.collide(isoGroup);game.iso.topologicalSort(isoGroup); this.game.physics.isoArcade.collide(this.player, this.pillar, this.behindObj, this);console.debug(game.physics.isoArcade.overlap(this.player, this.pillar, this.behindObj, this)); //returns falseSo I think that I missed something, but don't know what, maybe someone else knows? Regards
  13. Sam

    Phaser Logo for ingame use

    @Rich now that I have been playing with phaser for a while it's time to release the first iOS game: I would like to provide some information about frameworks / engines etc that were used. so I like to implement the phaser-logo too. (If this is OK for you) In the master are some logos but the text-logos are not available as vectors. Can you please provide a logo that you would like to see implemented in games made with phaser? For my purposes a 1c logo would be perfect and as .eps or some vector format or high res pixeldata. Since all other logos are displayed in white and as text-logos the phaser-logo should match the whole design. If you would like to see something else ingame, feel free to give me feedback. Regards
  14. Hey, maybe I haven't catched the news but: are filters outdated in phaser 2.2? the examples do not seem to work and when I call: game.add.filter('lightBeam');I only get: undefined is not a functionThe filter was loaded before via game.load.scriptRegards
  15. Hi All, I am newbie in Phaser. I need to generate obstacles or objects in player path on the horizontal . but i am confused as when i am trying the objects are appearing sometimes on top and then bottom. I just want it along x (i.e horizontal). Please help Thanks
  16. Hello guys, is there a easy way if is an sprite over another sprite? For example, in my game I can put 2 sprites in the world with random positions, but they must not cover up each other... I have a reference for both objects, so I was wondering if can I do something like this: Phaser.Sprite.over(sprite1, sprite2); // true or falseboth sprite1 and sprite2 is a reference for the created sprite. Thanks!
  17. Hey everyone, first of all - thanks for PhaserJS. It's awesome and I love working with it. I'm working on a game called rocklegend - which is available here: http://rocklegend.org - currently to see the game you have to login. I created a user account for you guys to test: Username and password: phaserjs I optimized a few things such as the notes (only drawing a fixed amount of notes at the same time, so I have 20 notes and reuse these objects)... But currently I can't find out why the game still feels laggy sometimes. The notes are positioned within a Group Container and the containers y position ist updated in each update call according to the playback position of the played song. I'm not sure if the problem is the sound library - I'm using SoundJS for the sounds - should i try lowlag maybe, or if it's my code that's not optimal... You can find the concatenated version of the JS at http://rocklegend.org/games/note-highway/develop/player/build/game.cat.js Any advice, hints, ideas are greatly appreciated! Also, if you just have tips how I could try to debug this problem, that'd be great
  18. Eldrad

    Trake (Phaser JS)

    Hello everyone! I'm here to let you discover the first game that I publish on the internet. (Because in reality this is my second game). So to explain the game, it's a mixture (at least in my mind) between a snake and a armagetron. The name itself comes from (Tron + Snake = Trake). This game has been developed to be played with friends on a single keyboard. You can play alone but there is really no interest. The two main additions are the ability to shoot and sprint. For the rest, you will discover soon enough . Commands to control the different snakes are explained on the homepage of the game It is currently hosted on "itch.io" and you can play it at: http://jordan-aupetit.itch.io/trake As regards the technical aspect, it has been realized with the Framework Html5 Phaser JS. For the future, it has been recommended to me to create a version that would be playable on the internet. It would also be possible to add bots to play alone. I especially awaiting the opinion of the people to decide the result of this project. Finally, the game has been tested on the latest versions of Chrome and Firefox without any problems. Do not hesitate to give me your feedback! Update (08/15/2014) - Bots - Graphic changes - Bug fix
  19. gamerfan

    smooth scrolling inside Tilemap

    Hi All, First of all congratulations to Phaserjs team for such a wonderful framework!!!. It is too easy to develop game using this framework. However, I have stuck with in scrolling inside the Tilemap. Currently the issue is scrolling is not smooth when the screen coordinates are greater than my value. I use game.camera.x inside update() method to scroll the tile map. When game starts, tilemap will start scrolling. Please find my code: Later I used the 'layer' object in the code to scroll the layer, but that is not scrolling either and I commented the code. Please let me know are there any other technique to do this. Thanks in advance
  20. With World Cup madness well and truly here, I knocked up this little game. Any feedback much appreciated. Tap the ball to kick it up in the air. Game over if the ball falls off screen. It is quite difficult but hopefully in a Flappy Bird kind of way Play it here: http://arcade.starfish.ie/footy Enjoy!
  21. techsin

    Masking sprite a to sprite b.

    First of all what i am trying to do: Imagine a fiery ball that goes near thing that make them appear lighter... i am trying to make a glowing ball that blends with certain objects. So imagine a scene in which there is a background, some other stuff, and rocks. A glowing ball follows mouse with opacity halfed. now this ball of light needs to blend in addition to being opaque with rocks and not with background and other stuff. My approach: not saying it's the best but i intended to make two glow balls one that was opaque and one that would blend with objects and would remain masked out other wise. It's mask would be all object that it need to appear on. But there is not a way i can find to do it. I would like to have a group of sprites to which i can masks this so this firy ball only appears when it's over them. doing this gives error fireball.mask=sprite_object.
  22. Hi, I'm new in the community and I love phaser JS. I'm developing a platform game. I like to comment my problem with "intelligence projectiles" I would mention to my problem with "smart missiles". Basically I do not know how to perform this task. I am able to handle sprites with animations but I do not know as provide them with "intelligence" to attack the player. I want the enemy attack the player shooting projectiles that follow. I attach a picture with my problem. Any idea? A greeting.
  23. Hi everyone, I'm extending the Phaser.Group Class, so I could have a 'views' manager, to handle the game states and being able to easily add/remove views as I go. I have some problems when removing the views(groups) from the game. Here's my GameView code: function GameView(game) { Phaser.Group.call(this, game); //calling init methods and other stuff - simple stuff}GameView.prototype = Object.create(Phaser.Group.prototype);GameView.prototype.constructor = GameView;..and here how I instantiate it, inside the create method: var view = new GameView(game);//and destroy itview.destroy();..and I get an error on mouse move: Uncaught TypeError: Cannot read property 'visible' of null So what am I doing wrong? Thanks,