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Found 677 results

  1. grelf

    New free game: The Forest

    New free game: The Forest See https://www.myforest.uk and documentation at https://www.grelf.net/ojsvg.html This is a redevelopment in HTML5/JavaScript combining two much earlier programs, "The Forest" and "Explorer", which I wrote and had published in the 1980s for the TRS-80, Sinclair Spectrum and BBC Micro. It is partly a simulation of the sport of orienteering and an aid to interpreting contour maps but there are several diversions for non-orienteers, including a challenging treasure hunt. It is set in a vast forest, effectively infinite. This rewrite demonstrates how powerful the HTML5/JavaScript platform can be. Detailed maps and complicated scenes are displayed in fractions of a second. The program should run on any device that has a browser, from desktop PC to smartphone; it works on my cheap Android phone even in battery-saver mode. A friend tells me it works on her Kindle tablet. Older devices may not be fast enough though. Despite the huge extent of the terrain, the game downloads and runs in seconds because the program is only about 120 kilobytes (yes, kilo!). And there is nothing to install. I do not use any third party libraries. I deliberately use only the basic 2D graphics context because others, such as WebGL, are not available on all devices. Please feed back to me (gr at grelf dot net) details of any device that you find it doesn't work on. Tell me make and model, and particularly the operating system and browser (with version), and what doesn't work. The program and its source are freely available, uncompressed, because I want to encourage others to program creatively on the HTML5/JavaScript platform. I am writing on my personal web site about how it works. Lots of background information can be found at https://www.grelf.net/ojsvg.html and other pages linked from there, including my free JavaScript course. I think HTML5/JavaScript is a good combination for rewriting retro games and making them available to all, rather than emulating the cumbersome old machines in software or physically reproducing them, as some are doing. Reprogramming is more work of course but it can be very satisfying (and JavaScript is much easier to write than assembler). The technology now makes it possible to write what I really had in mind back in the 80s.
  2. Hey, I got a lot of ES6 classes for my game, so I use a factory, that is hooked into phaser as a plugin. Complete code below. However when I do 'const PLAYER = this.add.player(x,y);' it does not return the player object and the constant PLAYER is null. Can someone help me out here? What am I missing? class ObjectFactory extends Phaser.Plugins.BasePlugin { constructor(pluginManager) { super(pluginManager); pluginManager.registerGameObject('player', this.createPlayer); pluginManager.registerGameObject('overlay', this.createOverlay); } createPlayer(x, y) { return this.displayList.add(new Player({ scene: this.scene, x: x, y: y })); } createOverlay(x, y, w, h) { return this.displayList.add(new Overlay({ scene: this.scene, x: x, y: y, w: w, h: h })); } } Plugin config: plugins: { global: [ { key: 'Factory', plugin: ObjectFactory, start: true } ] }, cheers
  3. I have created a platform game in 2D for the desktop that is based on the Classic Space theme by LEGO. It is still under testing so I will make a new post later on when it is finished, but here is a little preview of the game. It is written from scratch in Javascript without using any libraries (except for jQuery sometimes), and since it is quite big it probably takes more then 5 hours to finish. In total there are 6 bosses and about 50 different enemies. The graphical style is a mix between Nintendo 8-bit and C64. I also wonder if you got any tips on how I can spread this game to a bigger audience?
  4. SOFTGAMES is looking for an experienced Game Developer - JavaScript / HTML5 who is goal-orientated and a strong team player. Join a team of super experienced people to build great games for Messengers that will entertain tens of millions of people around the world every month. You design, architect, test and implement game features into our live games. Further you'll work on upcoming Messenger Games from the scratch until global release and during post-launch. You will collaborate with producers, game artists and with other HTML5 Game Developers to share learning and best practices. You are passionate, ship robust and high-performance code, and act as a fount of knowledge when it comes to game development. As part of a small, high experienced and dynamic team you will enjoy a creative, challenging and collaborative environment. Your role… Develop HTML5 games for Facebook Messenger to expand our portfolio, with Pixi.js Maintain and optimize game features Write robust code to be used by millions of users Work on schedule, set clear goals Independently create complete solutions from scratch Share knowledge and help colleagues Your profile… Great passion for game programming 3+ years of professional software engineering experience Deep knowledge of: Pixi.js JavaScript / HTML5 As a plus: Phaser, TypeScript, Webpack, Reactjs, Node.js Shipped at least 2 mobile/social title, preferably on multiple platforms Ability to quickly get up to speed with existing code Deliver high-quality and well-structured code Open-minded and keen to learn Check out Cookie Crush on Facebook Messenger. Can you build this game? We offer… A spirited, inspiring, international and enthusiastic team The best and brightest company in producing and distributing Messenger Games The chance to craft games for millions of monthly gamers Valuable insights into global expansion, start-up scene and entrepreneurship Flexible working-hours and flat company hierarchy Inspiring company breakfasts, epic team events Perks: fresh fruits, cold drinks, tee, coffee, discounted local transport ticket, health package, lunch vouchers, maternity leave etc. About SOFTGAMES… Based in Berlin, the creative capital of Europe, SOFTGAMES together with its ROFL brand is the leading developer of games for Facebook Messenger and the developer behind popular titles like Cookie Crush, Solitaire Story, Candy Rain or Fish Story. Further SOFTGAMES is operating the world’s largest platform for HTML5 games distribution and monetization outside the Messengers. We’re delivering fun to tens of millions of players every month across 6 continents on the device of their choosing. Our vision is to help users to instantly discover and engage with games they like, while helping brands to reach their target audiences. Have we caught your interest? Then we look forward to your detailed application here: https://softgames.recruitee.com/o/game-developer-javascript-html5
  5. Hello! We have been working on a blockchain game development solution aimed at eliminating unfairness in the gambling industry. A couple of weeks ago we have released our SDK, and we are now looking for a game developer to collaborate with on developing a game with our kit and producing a video tutorial series about the whole process. Our in-house developers will support you along the way and provide you with all of the necessary information. Some requirements: You are a native English speaker You have experience in video editing An established audience on YouTube or Twitch is a plus, but not necessary We're ready to discuss a reward and a payment method that will be the most convenient for you. If this sounds like something you would like to work on, please send us a PM or an email with your portfolio and a link to your channel at max@dao.casino
  6. Hi guys, in the release of phaser 3.13, the developers of phaser have said that the support of scale manager and dom elements will be available in the phaser's 3.14 release, but after release we see that these functionalities are not available for us for now ? So who can say when it will be available and is there another option to solve problems related to adding dom elements and scaling.
  7. We’re looking for JavaScript experts in gaming to work in any of our locations, like Tokyo or Mountain View. Game Closure is building technology to author and distribute HTML5 games on messenger platforms. Feel free to send me an email at rachel@gameclosure.com to learn more! www.gameclosure.com
  8. hi I need help to fix a bug on mobile for a phaser game. it works on the PC (Browser) but not on mobile browser. thanks
  9. Calling all HTML5 game developers! Here at Goodboy Digital we are looking for developers with a passion for HTML5 game making to come and join a team who really love what they do. If you want to kick out some of the best HTML5 games going with us and help work on cool R&D projects like Pixi.js (and some secret ones too!) then please apply and show us what you got We are looking for all skill ranges from junior to senior. The main thing is that you love making these things! Junior Developer - https://goodboydigital.workable.com/j/5C5E976940 Senior Developer - https://goodboydigital.workable.com/j/30B8771D24 Cheers Mat
  10. Hi, I have a nodjs application that is currently saved in Windows 2012 R2 server using IISnode with IIS 8.5. I am getting a 404 File or directory not found error, however nothing is being recorded in the error logs. When I run this locally I have no issues and the game runs well. Thinking it could be a permissions issue, I decided to provide temporary read/write access, however that didn't seem to make a difference. I also confirmed that the links are all correct in terms of where files are sitting. Here is my server side code: var PORT = process.env.PORT || 8080; var express = require('express'); var app = express(); var http = require('http'); var path = require('path'); var util = require("util"); var server = require('http').createServer(app); var compression = require('compression'); //Get required classes xyLocation = require("./xyLocation").xyLocation; app.use(compression()); //Compress all routes app.use('/client', express.static(__dirname + '/client')); app.use('/js', express.static(__dirname + '/js')); app.use('/css', express.static(__dirname + '/css')); app.use('/sounds', express.static(__dirname + '/sounds')); app.use('/images', express.static(__dirname + '/images')); // Routing app.get('/', function(request, response) { response.sendFile(path.join(__dirname, 'index.html')); }); server.listen(PORT); console.log('Starting server on port '+ PORT); var io = require('socket.io')(server,{}); io.sockets.on('connection', function(socket) { ... Thanks MLA
  11. Pankaj Singh

    Html5 Game Developer

    Hi Guys, We have urgent requirement for Html5 Game Developer for Slot Game Technical Skills: • HTML5, createjs and Javascript expertise for Desktop/Mobile games • Canvas- programming (Multi Layer). • WebGL API for 3D graphics and animation. • Mobile events and device orientation. • Performance optimization techniques and run time performance improvements on mobile devices. • Ajax, Websockets & Web Workers, I/O, NodeJS and server-sent events. Kindly share your portfolio link and resume on this email- pankaj.singh@progaindia.com Thanks Pankaj Singh
  12. Hi, I have a Phaser canvas and must connect it to HTML in which it is in. Lets say I have a function var game;window.onload = function() { game = new Phaser.Game(550, 700, Phaser.AUTO, 'phaser_canvas', { preload: preload, create: create }); function phaserFunction(){ // do something }}and I have a function in the HTML container, like a selector <select id="my-selector" onchange="game.phaserFunction()"> <option> anOption</option> <option> anOption</option> </select>and this is not triggering the function inside Phaser code. How can I call the function inside Phaser from outside? I tried using game.functionName() but it doesnt work with selector Thanks!
  13. Nonostante Games

    BIOK - A strategy board game of conquests

    Hi, I'm so happy to introduce you BIOK! BRIEF DESCRIPTION BIOK is pure strategy and intuition. A board game for the ingenious and the acute minds. Lead the creatures on the playing field to capture monsters and all kinds of items. Watch the monsters’ eyes and guide them to their preys. KEY FEATURES - Simple controls and fluid mechanics, super simple to understand and fun to use - 60 levels in many worlds with various maps - 10 creatures with different characteristics and abilities - Bonus and survival mode to solve puzzles and challenges - Special objects and environmental elements - Secondary missions and hidden objectives iOS - AVAILABLE Get BIOK from the Apple App Store ANDROID/WINDOWS - BETA You can access the beta: BETA ACCESS (remember to use your google account) MORE ABOUT BIOK You can read more about on the official BIOK game page. FOLLOW US Send us any commend and advice. Help us to make a better game. Facebook | Twitter | Web
  14. gsknbabu

    Infinite Scroll

    Hi, I want to allow the user to either scroll to document bound borders endlessly i.e Infinitely drag on the canvas. Please help!!! Ex: A canvas created with 1000*1000. And Enabled PAN and Zoom on the canvas. Draw a rectangle on the canvas and move the rectangle with mouse to the edge of the boundaries( top,right, bottom, left) it should scroll the the rectangle to the end of the canvas. Right now my issue is I can drag the rectangle till the browser boundaries. I need to allow the rectangle to drag beyond the content so that I can use the full canvas. I can PAN the canvas to move around the browser. Please refer the link https://gojs.net/latest/samples/scrollModes.html where user can start dragging the rectangle to the boundaries, scrolls automatically towards the mouse pointer. Thanks, Naveen.
  15. I want to make my own web card game, but I'm a starter in the code world, so, I need tips to choose the right JS framework. Please.
  16. ijonatron

    Entity interpolation with Pixi.js

    Hey everyone! Just joined this forum hoping someone could help me out here... I'm working on a test project to try out some of these concepts. I'm currently working on entity interpolation and I think I'm pretty close to it working, but the moving objects still seem jittery. On the back end I'm sending snapshots of player positions every 50ms... // send snapshots setInterval(() => { const snapshot = { timestamp: Date.now(), players }; ws.clients.forEach(client => { client.send(pack('snapshot', snapshot)); }); }, 50); These snapshots are being received on the client like so... const sync = snapshot => { // keep the last 2 snapshots if (snapshots.length === 2) snapshots.shift(); snapshots.push(snapshot); snapshot.players.forEach(player => { let manager = playerManagers.find(mngr => mngr.id === player.id); ... manager.updateRemote(player); }); t = 0; }; The manager here is a class instance associated with each player that controls the sprite's position, rotation, etc. Here is that updateRemote method... updateRemote = player => { this.local = this.remote ? this.remote : player; this.remote = player; } What this does is set the manager's local and remote properties. These are the states that the sprite should interpolate between. Then here is the Pixi.js ticker... let t = 0; ticker.add(() => { t += ticker.deltaTime; let lag = 50; if (snapshots.length >= 2) lag = snapshots[1].timestamp - snapshots[0].timestamp; playerManagers.forEach(manager => manager.interpolate(t / lag)); }); Here I am increasing t by the ticker's deltaTime and dividing that by the time between the two snapshots (or the intended time if there aren't two snapshots available). Remember above that t is reset each time a snapshot is received. This means when a snapshot was just received, t will be 0 and start counting up. When another snapshot is received, t will be at 50 (or whatever the real lag is) then be set back to 0 and repeat. In other words, t / lag will be between 0 and 1 for the lerp function... Here is that interpolate method... interpolate = delta => { this.sprite.position.set( lerp(this.local.pos.x, this.remote.pos.x, delta), lerp(this.local.pos.y, this.remote.pos.y, delta), ); this.sprite.rotation = lerp(this.local.direction, this.remote.direction, delta); } And the lerp function is the second formula here. AFAIK this should give me smooth movement between the past snapshot (local) and the new one (remote), but movement still seems choppy and jittery. I'm fairly new to interpolation, prediction, and other game networking concepts so hopefully someone can help me out here. Please let me know if any more information is needed.
  17. Some time ago I started my own twitch channel where I have been working at 2D space massive multiplayer game development. I try to utilise my roadmap task by task, telling about what I'm doing. I have using javascript, node.js and top-notch technologies such as service workers, websockets, server-side rendering, webgl and famous libraries & frameworks like React, Webpack, Koa. And finally the question, does anybody interested in watching Twitch to improve their skills in gamedev and programming based on real game projects? I'm free to welcome other developers, answer for any technical questions. For me it's basically chance to meet new developers, increase of motivation, extra opportunity to find anyone who can help me in gamedev as well. Thank you!
  18. ItsYaBoiWesley

    CreateJS Noob - Problem with my Sprite class

    Hi! I'm an experienced programmer with C++, but just getting started with JavaScript. I'm making a simple 2D game to get started. I'm using the CreateJS library to do my image/spritesheet manipulation. Right now, I'm trying to create a Sprite class, which will set up a spritesheet in the constructor, and draw the sprite with coordinates in the draw() function. (a member of my Sprite class) Anyways, I'm doing some debugging now. My program stops in the constructor of my Sprite class, and I can't figure out why. To anyone with CreateJS experience, what is wrong with my constructor function?!?!?! Thanks! class Sprite { constructor(src, frameWidth, frameHeight) { window.alert("DEBUG constructor. " + src + ", " + frameWidth + ", " + frameHeight); //Gets here this.spriteSheet = new createjs.SpriteSheet({ images: [queue.getResult(src)], frames: {width: frameWidth, height: frameHeight}, animations: { ani: [0,4] } }); window.alert("DEBUG end constructor"); //Never gets here } draw(x, y) { animation = new createjs.Sprite(this.spriteSheet, "ani"); animation.regX = 99; animation.regY = 58; animation.x = enemyXPos; animation.y = enemyYPos; animation.gotoAndPlay("ani"); stage.addChildAt(animation,1); } }
  19. Hello, I apologize in advance if my English is not perfect, I'm French. I've recently created a 2D brick breaker game from scratch in JavaScript (Typescript) and HTML5 Canvas, named Save the koala. I've created 7 different levels for now, and I would have liked to have some feedback to give me some improvement on this game 🙂 I think I will create multiple worlds, and other levels if the site knows a minimum of traffic. From a general point of view, how do you find this game? You can find my brick breaker game here. The website is in French, so I give you the controls here : - If you have a keyboard press Enter to play, and the arrow keys to move. - If you are on a tactile device, there are 3 buttons on the screen to play, pause and move. Thanks to those who will take the time to test and answer me 🙂
  20. scope2229

    Cant get player to display

    I've been using this post Player.js To try and separate my code but i'm failing to understand really how it works. var Player = new Phaser.Class({ Extends: Phaser.GameObjects.Image, initialize: function Player(scene, x, y){ Phaser.GameObjects.Image.call(this, scene); this.speed = 160; }, create: function(){ player = this.physics.add.sprite(32, config.height - 150, "ship"); player.setCollideWorldBounds(true); cursors = this.input.keyboard.createCursorKeys(); }, update: function(){ player.setVelocity(0,0); if (cursors.left.isDown){ player.setVelocityX(-this.speed); } else if (cursors.right.isDown){ player.setVelocityX(160); } else{ player.setVelocityX(0); } if (cursors.up.isDown){ player.setVelocityY(-150); } else if (cursors.down.isDown){ player.setVelocityY(+150); } } }); then i call the player in lvl1.js var lvl1State = new Phaser.Class({ Extends: Phaser.Scene, initialize: function lvl1(){ Phaser.Scene.call(this, {key:"lvl1"}); }, create: function(){ this.starfield = this.add.tileSprite(400,300,800,4000, 'starfield'); this.juststars = this.add.tileSprite(400,300,800,4000, 'juststars'); this.nebula1 = this.add.tileSprite(400,300,800,4000, 'nebula1'); this.stars2 = this.add.tileSprite(400,300,800,4000, 'juststars'); this.nebula2 = this.add.tileSprite(400,300,2000,4000, 'nebula2'); this.createStarfield(); //add player this.player = new Player(this.game, 0, 0); this.game.add.existing(this.player); },//end of create update: function(){ this.starfieldEffects(); },//end of update //-------GLOBAL FUNCTIONS-----// createStarfield: function(){ this.starfield = this.add.tileSprite(400,300,800,4000, 'starfield'); this.juststars = this.add.tileSprite(400,300,800,4000, 'juststars'); this.nebula1 = this.add.tileSprite(400,300,800,4000, 'nebula1'); this.stars2 = this.add.tileSprite(400,300,800,4000, 'juststars'); this.nebula2 = this.add.tileSprite(400,300,2000,4000, 'nebula2'); }, starfieldEffects: function(){ this.starfield.y += 0.5; this.juststars.y += 0.2; this.stars2.y += 3.8; this.nebula1.y += 0.8; this.nebula2.y += 0.3; this.nebula2.x -= 0.1; } });//end of var //ADD GAME TO SCENES Space_Game.scenes.push(lvl1State); but nothing on the page shows up. I managed to get rid of all the errors at first but then still nothing happened. Im at a loss as to how i use separate classes. i have 10 lvls so far and the player with the bullets is repeated over and over. id rather remove and learn how to separate than to just continue on how i have been with rewriting or copy paste all the repeated code then add new code for the level.
  21. Hi, I'm working on creating interactive buttons which, when clicked, will set the colour of the player. I've managed to do this successfully, in Phaser 3, but the code is quite bulky and ugly looking. I've just been gathering what examples I can through the website, but I'm certain there must be a better way to do this. Here's what I've got: I think what I want to do is create a class for "smalltiles", but I'm not sure how the inheritance should work for using alongside Phaser 3. I've tried writing something like in several different ways, without success: Does anybody have any insight as to how I might be able to do this better? Thanks for the input in advance.
  22. ArcadixInfotech

    box2d collision filtering with phaser

    Hello, Can anybody please tell me how box2d collision filtering works in JavaScript(box2dweb). I need balls to collide with player but not with other balls. There are example out there but they are in c++ or other language. I am newbie in gaming hence a silly question. Thanks.
  23. About MGN Studios: MGN Studios is the new game development division of Freedom! Family Limited. Our mission is to create great games and technologies that actively engage and involve the YouTube community of players, bloggers, reviewers and creators. We’re setting up shop right here in beautiful Vancouver! If you want to join a start-up where you get to work remotely and build something new, and be a part of an honest & transparent leadership team with a veteran Studio Head, then MGN Studios is for you! THE ROLE: Are you up for the challenge? We are currently seeking a Senior Game Engine Developer to join our team in leading the architecture and development of browser-based video game engine technology. You will be the driving force in the design and development of our studio’s game engine infrastructure. You should be comfortable diving deep into technical architectures and requirements, able to quickly identify solutions to challenges discovered during development, and ready to direct and mentor other developers in creating a robust and scalable code base. Prior experience building browser-based multiplayer game technology is preferred. We are looking for someone to be a key participant in the creation of a collaborative environment that leverages agile development and rapid prototyping; rewards creative solutions and intelligent risk taking; fosters a culture of excellence, respect, and fun; and makes great games. RESPONSIBILITIES: Are you ready to make a contribution to our team? Lead the design, implementation, and growth of a browser-based HTML5 multiplayer game engine. Manage and mentor a team of software developers through the interactive development process. Set company-wide code development standards and best practices. Work with game designers and artists in the development of game features, art pipelines, and tools. Partner with producers, PMs, and other leads on schedules and plans. Identify technical and production issues/risks and propose solutions. QUALIFICATIONS: Do you have what it takes? Degree in Computer Science and/or relevant professional experience. 5+ years experience in professional software development. 3+ years of experience in the development of game engines. Very good knowledge of existing game engines (e.g. Unity, GameMaker, Phaser, Pixi, Turbulenz, etc.) and server side technologies. Deep knowledge of modular programming, API design, and game architectural patterns. Extensive experience with frontend and backend technologies such as HTML5, Javascript, CSS/CSS3, jQuery, PHP, Python, Node.js, MySQL, etc. Source revision control experience (Github preferred). Professional experience in agile software development. Experience working effectively in cross-functional game teams. Excellent oral and written English communication skills. Experience developing MMO city builder games is a PLUS Experience developing casual MMO .io games is a PLUS Experience with Apache Ant, iOS WebKit, Android Webkit / Chrome is a PLUS Knowledge of video platforms including YouTube, Dailymotion and Twitch is PLUS COMPENSATION: Competitive Salary Flexible work hours Flexible work locations (home, office, etc.) Are you intrigued? Here are a few more reasons to make MGN Studios your daytime/anytime home: Work remotely - Did we already mention you get to work remotely? Yes, it’s true! Leadership - Do you like working with veteran Studio Head who will give you clear direction, honesty and guidance, and believes people are the pillars to success. He’s the opposite of an evil villian with a curly moustache. Build something new - Play a role in building a game development studio that can’t stop and won’t stop growing. Career growth - Make an impact by leading projects and driving the direction of the studio. Develop initiatives and solutions that drive your career and boost the studio’s growth. For Freedom! Does this sound like you? Please apply asap as we are interviewing immediately for this permanent, full time position. PM and we can arrange a time to speak over the phone!
  24. Hey everyone, I want to add different buttons with 2 different clickevents. If I add one button it works, if I add another one it doesn't. The Images and sounds are in my Preloader file and i tested them, so they work and aren't the problem. Any Solutions? Thank you! Game.Level0_5 = function(){}; var frido; var back; Game.Level0_5.prototype = { create:function(game){ back = this.add.sprite(game.world.centerX, game.world.centerY, 'hauptkirche'); back.scale.setTo(1.335,1); back.anchor.setTo(0.75, 0.5); frido = this.add.sprite(game.world.centerX, game.world.centerY, 'frido2'); frido.scale.setTo(0.5,0.5); frido.anchor.setTo(2.0, 0.67); this.createButton(game, " Das ist die Hauptkirche.\n \n Die Hauptkirche wurde 1085 erbaut.\n Bis zur Reformation war sie katholisch \n und wurde danach \n im Jahr 1560 evangelisch. \n Im Dreißigjährigen Krieg (1618-1648) \n wurde die Kirche zerstört \n und musste neu gebaut werden. \n \n Frage: \n Wann wurde die Hauptkirche zerstört? ", game.world.centerX +266, game.world.centerY + 155, 268, 900.0,); var button = game.add.button( game.world.centerX+265, game.world.centerY+45, 'aki', function() { this.game.sound.play('correctanswer'); this.state.start('Level1'); }, this, 0, 1, 2, 3); button.anchor.x = .5; button.anchor.y = .5; button.input.useHandCursor = true; }, var btn = game.add.button( game.world.centerX+200, game.world.centerY+60, 'bki', function() { this.game.sound.play('correctanswer'); this.state.start('Level1'); }, this, 0, 1, 2, 3); btn.anchor.x = .5; btn.anchor.y = .5; btn.input.useHandCursor = true; }, update: function(){ }, createButton:function(game, string, x, y, w, h, callback) { var button1 = game.add.button(x, y, 'button1', callback, this, 2, 1, 0); button1.anchor.setTo(0.5, 0.6); button1.width = w; button1.height = h; var txt = game.add.text(button1.x, button1.y, string, { font: 'bold 14px palatino linotype', fill: '#0000000', align:'center', wordWrap: true, wordWrapWidth: 600 }); txt.anchor.setTo(0.5, 1.5); } };
  25. mla

    Images disappearing

    My game is build for 6 players. Each player loads the game in a browser is assigned a unique room that displays a personal card and is represented by an avatar. The game works well, the images all load, however for some reason as more players access the game, some images may disappear. The player is actually still logged into the game and can even play the game, however their avatar image may have disappeared or their personal card may have disappeared. There is no consistency to which image may vanish and it doesn't always happen, but in most cases it does. Would anyone know why this may be? Thanks!