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Found 677 results

  1. Hey there, So I've snagged onto a little problem while developing my game. I'm using Phaser with it's inbuilt support of gamepad. The axis of the controller input works in a way such that it returns 1 when held to the right and -1 when held to the left. Here's a picture to make things easier to understand. How would I map the values to degrees? Here's a visual representation of what I'd like to get. What's a formula that would allow me to do this?
  2. Raptisha

    Best engine for mobile webview

    Hello everybody! I hope you are having a fantastic day! Our team wants to start making simple HTML5 games for our Android / IOS apps. Games are supposed to be ran inside the WebView. We are looking for a very lightweight engine, because there is already ads placed at the bottom of the screen in our apps. Our first attempt was Phaser.js, but the performance wasn't the greatest inside the WebView. Choppy sprite movements, common fps drops and so on. If you guys know an engine that could help us achieve the goal, please let me know! Thank you in advance!
  3. FlashRevolution

    HTML5 Games [Phaser] for sale

    Hello everyone, my name is Sascha and I'm developing websites and games. Here on this thread I want to offer you some of my games. (step by step), if you are interested in one game, please contact me on info@kloesges.de. All is possible, just to buy a single-use license, a single-use license with you're brand, a exclusive license (if not sold in another way until the request comes in), to buy the source code or graphic templates. Just contact me, I'm openminded for a lot of ways. The games offered in this thread are build with javascript and the frameworks jQuery and phaser.io. Pathfinder (1920x1080 | scaleable and fullscreen possible): http://www.meplayitonline.com/games/pathfinder/index.html
  4. Hi, sorry for very noobish question I have my phaser game.js file which have reached more than 700 lines of code. I want to divide it into documents containing f.e. only create function, update, variables and other functions. I thought this will work: <div id="game"> <script type="text/javascript" src="game.js"></script> <script type="text/javascript" src="create.js"></script> <script type="text/javascript" src="update.js"></script> <script type="text/javascript" src="functions.js"></script> </div> But error, create function not found. In game.js it look like this: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { (...) } function create() { (...) } function update() { (...) } functions....
  5. Hello everybody! I hope you are having a great day! I have recently build a prototype for my new phaser.js game. It's a simple runner where the player has to avoid obstacles. I have tested it in multiple environments, including mobile browsers and webviews. The game refuses to run smoothly like I want it to. I have experienced lags, loosing frame rate and total unresponsiveness. So here I am, begging for your help and advice, what am I doing wrong? How can I make my game run smoothly? Is my update loop simple enough? Anything help guys! Here is the source Play it here (don't forget to switch to a mobile view) Thank you in advance! This community is awesome
  6. Hello I can't play phaser animation through getting of constructor new Animation(game, parent, name, frameData, frames, frameRate, loop, loop). Before adding an instance of class new Animation all work, and just sprite is showing, but after adding animation it is ceasing to work. I spent a lot of time for realization, but without results. What is the problem? My classes for sprite animation: mainPlayer.js: import 'phaser-shim'; export default class extends Phaser.Sprite { constructor ({ game, x, y, asset }) { super(game, x, y, asset) this.anchor.setTo(0.5); this.outOfBoundsKill = true; this.scale.setTo(0.8);// scale this.angle = 90; game.physics.enable(this, Phaser.Physics.ARCADE); } update () { } } My mainPlayerAnimation.js: import 'phaser-shim'; export default class extends Phaser.Ainmation { constructor ({ game, parent, name, frameData, frames, frameRate, loopFirst, loopSecond }) { super(game, parent, name, frameData, frames, frameRate, loopFirst, loopSecond); //this.anchor.setTo(0.5); //this.outOfBoundsKill = true; //this.scale.setTo(0.8);// scale //this.angle = 90; //game.physics.enable(this, Phaser.Physics.ARCADE); } update () { } } My level class: import 'phaser-shim'; import config from '../config'; import currentGameState from '../currentGameState'; import backgroundMainGame from '../objects/backgroundFirstlevel'; import mainPlayer from '../objects/mainPlayer'; import mainPlayerAnimation from '../objects/mainPlayerAnimation' import bullets from '../objects/bullets'; import enemiesloader from '../loaders/enemiesloader'; import bossloader from '../loaders/bossloader'; export default class extends Phaser.State { preload () { this.load.image('background', './img/firstlevel.jpeg'); this.load.spritesheet('mainPlayer', './img/main.png', 50, 50); this.load.image('bullet', './img/shot.png'); this.load.image('enemy', './img/enemy.png'); } create () { //--------------------------------------------------------------- this.background = new backgroundMainGame({ game: this, x: 0, y: 0, width: 1024, height: 768, asset: 'background' }); this.game.add.existing(this.background); //--------------------------------------------------------------- this.mainPlayer = new mainPlayer({ game: this, x: this.game.world.centerX, y: this.game.world.centerY, asset: 'mainPlayer' }); this.game.add.existing(this.mainPlayer); //--------------------------------------------------------------- this.mainPlayerAnimation = new mainPlayerAnimation({ game: this, parent: this.mainPlayer, name: 'mainPlayerAnimation', frameData: null, frames: [0, 1, 2], frameRate: 100, loopFirst: true, loopSecond: true }); //--------------------------------------------------------------- this.bullets = new bullets({ game: this, parent: null, name: 'bull', addToStage: true, enableBody: true, physicsBodyType: Phaser.Physics.ARCADE }); this.game.add.existing(this.bullets); //-------------------------score--------------------------------- this.scoreText = this.add.text( config.gameWidth-200, config.gameHeight - 50, `score: ${currentGameState.score}`, { font: '32px Arial', fill: '#dddddd'}); this.scoreText.anchor.setTo(0.5); //--------------------------------------------------------------- this.cursors = this.input.keyboard.createCursorKeys(); this.fireButton = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); } update () { //--------------------------update score------------------------------ this.scoreText.text = `score: ${currentGameState.score}`; //--------------------------if press nothing stop the ship------------ this.mainPlayer.body.velocity.x = 0; this.mainPlayer.body.velocity.y = 0; //------------------------spawn enemies------------------------------------- enemiesloader(this); //---------------------spawn boss------------------------------------------ bossloader(this); //-------------------------controls---------------------------------------- if(this.cursors.left.isDown){ this.mainPlayer.body.velocity.x = -350; } if(this.cursors.right.isDown){ this.mainPlayer.body.velocity.x = 350; } if(this.cursors.up.isDown){ this.mainPlayer.body.velocity.y = -350; } if(this.cursors.down.isDown){ this.mainPlayer.body.velocity.y = 350; } if(this.fireButton.isDown){ this.bullets.fireBullet.call(this); } } }
  7. oobarbazanoo

    Create start menu in Phaser.

    How can I create start menu in Phaser? I found nothing on that.
  8. BlaineP16

    How to add controls to image/sprite?

    So to get right to the point. I am having issues with my ship image/sprite and my drawn objects on screen disappearing as soon as I try and addEventListener to code. why does my code essentially break when i add the EventListener? is it not possible to add controls to image or sprite within Html canvas? Ship game code = https://codepen.io/BlaineP16/pen/VpQBZV
  9. Hey folks, what's going on? * I'm still a baby-worm level Phaser developer, so warn me if I'm doing anything wrong! As far as I know, many frameworks have some tricks and quirks that are not very clear when you visit the good looking Github page (or website, or dungeon, multiversal spiritual portal [it's over now, I'm not going to use BGE again..], etc) to download it. My intent here is to learn and document about those little things that are not listed anywhere and you can certainly stumble upon one day. Alright people, if you have experienced what I'm talking about here, let me hear your voice! (If you know any post which aims exactly the same thing, put a link down here, so that this one will serve as a pointer until it gets deleted) Thanks for choosing the American Airlines!
  10. oobarbazanoo

    Revive sprite in group. Phaser.

    I have a group with sprites. Will the sprite `enemy` be deleted from the group if I add such code and the sprite go out of bounds? enemy.outOfBoundsKill = true;
  11. If I have a group, how can I disable its colliding with top and bottom? Here is a code which I apply to every sprite in group: enemy.enableBody = true; enemy.body.gravity.y = 2000; enemy.body.collideWorldBounds = true; enemy.body.bounce.y = 0.1; enemy.animations.add('attackMagic', Phaser.Animation.generateFrameNames('attackMagic/', 0, 24, '.png', 1), 7, false, true); enemy.animations.add('attack', Phaser.Animation.generateFrameNames('attack/', 0, 5, '.png', 1), 10, false, true); enemy.animations.add('run', Phaser.Animation.generateFrameNames('run/', 0, 4, '.png', 1), 10, true, true); enemy.animations.add('idle', Phaser.Animation.generateFrameNames('stance/', 0, 3, '.png', 1), 10, true, true); enemy.animations.add('jump', Phaser.Animation.generateFrameNames('jump/', 0, 3, '.png', 1), 10, false, true); enemy.outOfBoundsKill = true;
  12. How can I generate enemies in arcade physics?
  13. Can someone tell me, please, why collision does not take place during animation? Here is a game : https://oobarbazanoo.github.io/JumperKisame/.
  14. So more than a year ago, I started learning javascript and had to build something using vanilla javascript. I thought it would be cool and fun to build a game and decided to build a Mario clone. But you know, only the Mario gameplay wouldn't be enough for the project. So I decided to add a level editor where you could save your levels that you can create yourself. Found the sprites and images from google, forgot the exact source . Also I had no idea "Mario Maker" already existed. Only found out after this project was completed. Anyways, this fun little project was completed a year ago, with the help from html5gamedevs of course, and i hadn't actually shown to anybody outside my circle. So here it is, do give it a look. It's not much but it's something I am very proud of. Link to the game: http://pratishshr.github.io/mario-maker/ Link to Repo: https://github.com/pratishshr/mario-maker
  15. oobarbazanoo

    Change background.

    How can I change background of the game in Phaser? I am using tileSprite for the bacground and when I destroy current sprite and add new the new one goes at the top of all my game.
  16. oobarbazanoo

    Replace background tileSprite.

    I wrote: background = me.game.add.tileSprite(0, 0, me.game.width, me.game.height, 'back'); How can I change the spritesheet shown at the back? I already have "back2" preloaded.
  17. oobarbazanoo

    Change background over time.

    Let us suppose I added tileSprite to the window like this : background = me.game.add.tileSprite(0, 0, me.game.width, me.game.height, 'back'); After that I added a lot of different things above the tileSprite. And now I want to change background without showing it over everything else. How can I do that?
  18. Here is my code: var Main = function(game){ }; var velocityOfTileMoving = 10, speedOfTileGenerating = 15000, speedOfPlayerMovingRightLeft = 150, facing = 'left', sizeOfPlayer = 0.5, me, spaceBar, jumpTimer = 0; Main.prototype = { create: function() { me = this; spaceBar = me.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); //The spacing for the initial platforms me.spacing = 200; //Set the initial score me.score = 0; //Get the dimensions of the tile we are using me.tileWidth = me.game.cache.getImage('tile').width; me.tileHeight = me.game.cache.getImage('tile').height; //Set the background colour to blue me.game.stage.backgroundColor = '479cde'; me.game.add.tileSprite(0, 0, me.game.width, me.game.height, 'back'); //Enable the Arcade physics system me.game.physics.startSystem(Phaser.Physics.ARCADE); //Add a platforms group to hold all of our tiles, and create a bunch of them me.platforms = me.game.add.group(); me.platforms.enableBody = true; me.platforms.createMultiple(100, 'tile'); //Create the inital on screen platforms me.initPlatforms(); //Add the player to the screen me.createPlayer(); //Create the score label me.createScore(); //Add a platform every speedOfTileGenerating seconds me.timer = game.time.events.loop(speedOfTileGenerating, me.addPlatform, me); //Enable cursor keys so we can create some controls me.cursors = me.game.input.keyboard.createCursorKeys(); }, update: function() { //Make the sprite collide with the ground layer me.game.physics.arcade.collide(me.player, me.platforms); //region delteMaybe //Make the sprite jump when the up key is pushed // if(me.cursors.up.isDown && me.player.body.wasTouching.down) { // me.player.body.velocity.y = -1400; // } // //Make the player go left // if(me.cursors.left.isDown){ // me.player.body.velocity.x = -150; // } // //Make the player go right // if(me.cursors.right.isDown){ // me.player.body.velocity.x = 150; // } //endregion //Check if the player is touching the bottom if(me.player.body.position.y >= me.game.world.height - me.player.body.height){ me.gameOver(); } me.game.input.keyboard.onDownCallback = somethingWasPressed; me.player.body.velocity.x = 0; if(me.cursors.left.isDown) { animateRunLeft(); } else if(me.cursors.right.isDown) { animateRunRight(); } else { if(facing != 'idle') { me.player.animations.play('idle'); if(facing == 'left') { me.player.frame = 5; } else { me.player.frame = 5; } facing = 'idle'; } } if(jumpHasToOccur()) { me.player.body.velocity.y = -250; me.player.animations.play('jump'); me.game.time.events.add(Phaser.Timer.SECOND * 1.450, function(){me.player.animations.play('idle');}, this); jumpTimer = me.game.time.now + 750; } }, gameOver: function(){ this.game.state.start('Main'); }, addTile: function(x, y) { //Get a tile that is not currently on screen var tile = me.platforms.getFirstDead(); //Reset it to the specified coordinates tile.reset(x, y); tile.body.velocity.y = velocityOfTileMoving; tile.body.immovable = true; //When the tile leaves the screen, kill it tile.checkWorldBounds = true; tile.outOfBoundsKill = true; }, addPlatform: function(y) { //If no y position is supplied, render it just outside of the screen if(typeof(y) == "undefined"){ y = -me.tileHeight; //Increase the players score me.incrementScore(); } //Work out how many tiles we need to fit across the whole screen var tilesNeeded = Math.ceil(me.game.world.width / me.tileWidth); //Add a hole randomly somewhere var hole = Math.floor(Math.random() * (tilesNeeded - 3)) + 1; //Keep creating tiles next to each other until we have an entire row //Don't add tiles where the random hole is for (var i = 0; i < tilesNeeded; i++){ if (i != hole && i != hole + 1){ this.addTile(i * me.tileWidth, y); } } }, initPlatforms: function() { var bottom = me.game.world.height - me.tileHeight, top = me.tileHeight; //Keep creating platforms until they reach (near) the top of the screen for(var y = bottom; y > top - me.tileHeight; y = y - me.spacing){ me.addPlatform(y); } }, createPlayer: function() { //Add the player to the game by creating a new sprite me.player = me.game.add.sprite(me.game.world.centerX, me.game.world.height - (me.spacing * 2 + (3 * me.tileHeight)), 'kisameSprite', 'stance/0.png'); me.player.scale.setTo(sizeOfPlayer); //Set the players anchor point to be in the middle horizontally me.player.anchor.setTo(0.5, 1.0); //Enable physics on the player me.game.physics.arcade.enable(me.player); //Make the player fall by applying gravity me.player.body.gravity.y = 2000; //Make the player collide with the game boundaries me.player.body.collideWorldBounds = true; //Make the player bounce a little me.player.body.bounce.y = 0.1; me.player.animations.add('attackMagic', Phaser.Animation.generateFrameNames('attackMagic/', 0, 24, '.png', 1), 7, false, true); me.player.animations.add('attack', Phaser.Animation.generateFrameNames('attack/', 0, 5, '.png', 1), 10, false, true); me.player.animations.add('left', Phaser.Animation.generateFrameNames('run/', 0, 4, '.png', 1), 10, true, true); me.player.animations.add('idle', Phaser.Animation.generateFrameNames('stance/', 0, 3, '.png', 1), 10, true, true); me.player.animations.add('right', Phaser.Animation.generateFrameNames('run/', 0, 4, '.png', 1), 10, true, true); me.player.animations.add('jump', Phaser.Animation.generateFrameNames('jump/', 0, 3, '.png', 1), 10, false, true); }, createScore: function(){ var scoreFont = "100px Arial"; me.scoreLabel = me.game.add.text((me.game.world.centerX), 100, "0", {font: scoreFont, fill: "#fff"}); me.scoreLabel.anchor.setTo(0.5, 0.5); me.scoreLabel.align = 'center'; }, incrementScore: function(){ me.score += 1; me.scoreLabel.text = me.score; }, }; function animateRunRight() { me.player.body.velocity.x = speedOfPlayerMovingRightLeft; if(facing != 'right') { me.player.scale.setTo(sizeOfPlayer, sizeOfPlayer); me.player.animations.play('right'); facing = 'right'; } } function animateRunLeft() { me.player.body.velocity.x = -speedOfPlayerMovingRightLeft; if(facing != 'left') { me.player.scale.setTo(-sizeOfPlayer, sizeOfPlayer); me.player.animations.play('left'); facing = 'left'; } } function jumpHasToOccur() { var jumButtonClicked = me.cursors.up.isDown || spaceBar.isDown; console.log("jumpButtonClicked == " + jumButtonClicked ); var alreadyOnFloor = me.player.body.onFloor() && me.game.time.now > jumpTimer; console.log("alreadyOnFloor == " + alreadyOnFloor); return jumButtonClicked && alreadyOnFloor; } function somethingWasPressed(keyCode) { if(keyEqualTo(keyCode, "a")) {animateAttack();} if(keyEqualTo(keyCode, "m")) {animateAttackMagic();} } function keyEqualTo(keyCode, key) { var equalKey = (keyCode.key == key); return equalKey; } function beIdle() { me.player.animations.play('idle'); if(facing == 'left') { me.player.frame = 5; } else { me.player.frame = 5; } facing = 'idle'; } function animateAttack() { me.player.animations.play('attack', 10, false, false); me.player.animations.currentAnim.onComplete.add(beIdle,this); } function animateAttackMagic() { me.player.animations.play('attackMagic', 3, false, false); me.player.animations.currentAnim.onComplete.add(beIdle,this); } I want player to collide with dynamically generated tiles, but it does not happen. The player just falls down after any animation. For example, is I run left or right the player runs, but falls down simultaneously. To make player and tiles collide I use that in update() function: me.game.physics.arcade.collide(me.player, me.platforms); So, help me, please to figure out what am I doing wrong, why collision between player and tiles does not occur when animation takes plays?
  19. Hello, I'm very new to Javascript (and coding). I just finished my first game, a clone of Pong. I have it controlled via the mouse movement, now I'd like to add code that will let the user swipe up or down on a touchscreen and have that relate the to controls for the mouse. Any Help would be appreciated. Thanks in advance. Here is what I have for my mouse controls. window.onload = function() { canvas = document.getElementById('gameCanvas'); canvasContext = canvas.getContext('2d'); var framesPerSecond = 30; setInterval(function() { moveEverything (); drawEverything(); }, 1000/framesPerSecond); canvas.addEventListener('mousedown', handleMouseClick); canvas.addEventListener('mousemove', function(evt) { var mousePos = calculateMousePos(evt); paddle1Y = mousePos.y - (PADDLE_HEIGHT/2); }); } code help.tiff
  20. XCoret

    Can I do a recursive function?

    First of all, sorry for my english Hello! I'm trying to make a Arkanoid game on android Phaser. When the ball hits a brick, the brick disappears and the ball bounces well. Now I have two types of bricks, a normal brick, brick and TNT brick. I've implemented that when the ball touches a TNT brick, kill adjacent bricks too, but when one of those adjacent bricks is a TNT brick, it must call the same function recursively, but something does not work ... any idea? here is my function:
  21. I have developed so many games in Phaser but it is lagging and performance is too bad. I am really having no way to improve the performance. http://slopho.southindia.cloudapp.azure.com/static/games/homerun/index.html Thanks, Awadh
  22. Our game is a runner, which has portals that sends you to a different time period and place when you run into them. I've made it so when you get in a portal, the code goes from one state to the other and create the world over again with different textures. But I have this issue that the player gets super speed after the portal. Like, I can run 10000px in the matter of 2 seconds speed. I have not been able to find out why so far, but with a couple of console logs I've notice both the old state and then new state updates are both running. So thought removing the run function in the new world state would work, but didn't make a difference This is the PlayState that the game starts in after you click play. var cursors; var playState = { create: function() { console.log("Play kjørte"); var mapLen = 10000; // Velg lengden av banen (i pixler) var posX = 0; // Make game here game.physics.startSystem(Phaser.Physics.ARCADE); game.world.setBounds(0, 0, mapLen, 600); bg = game.add.sprite(mapLen/2, 300, "sky"); bg.scale.setTo(1,1); bg.anchor.setTo(0.5,0.5); platforms = game.add.group(); platforms.enableBody = true; while (true) { var ground = platforms.create(posX, 535,"ground"); ground.scale.setTo(1,1); ground.anchor.setTo(0,0) ground.body.immovable = true; posX += 150; if (posX > mapLen) { console.log("posX mer enn mapLen, avbryt laging av ground"); break; } } player = game.add.sprite(100, 500, "character"); player.anchor.setTo(0.5, 0.5); player.scale.setTo(1,1); game.camera.follow(player); game.physics.arcade.enable(player); player.body.gravity.y = 800; player.body.collideWorldBounds = true; player.animations.add("right",[0,1,2,3,4,5], 16, true); player.animations.add("jumpRight",[2], 1, true); player.animations.add("jumpLeft",[0], 1, true); player.animations.add("left",[0], 20, true); enemies = game.add.group(); enemy = game.add.sprite(8000, 505, "umbrellaGirl"); enemy.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(enemy); portal = game.add.sprite(600, 500, "portal"); portal.anchor.setTo(0.5,0.5); portal.scale.setTo(0.8,0.8); game.physics.arcade.enable(portal); tBuilding = game.add.sprite(9700, 535, "targetBuilding"); tBuilding.anchor.setTo(0, 1); tBuilding.scale.setTo(0.8,0.8); game.physics.arcade.enable(tBuilding); var timer; timer = setInterval(this.run, 10); cursors = game.input.keyboard.createCursorKeys(); }, run: function() { //console.log("run kjørte"); player.body.velocity.x = 520; }, //Function to make camera follow character lockonFollow: function() { game.camera.follow(player, Phaser.Camera.FOLLOW_LOCKON); style = 'STYLE_LOCKON'; }, update: function() { // code to for example, kill, move player and jump game.physics.arcade.collide(player,platforms); game.physics.arcade.overlap(tBuilding, player, this.win, null); player.body.velocity.x = 0; if (game.physics.arcade.collide(enemy, player)) { player.kill(); game.state.start("lose"); } if (game.physics.arcade.collide(portal, player)) { this.game = null; this.state.start("ancientGreece",true, false); } //if (cursors.right.isDown) { if (player.body.touching.down){ player.animations.play("right"); } //} else if (cursors.left.isDown) { player.body.velocity.x = -400; if (player.body.touching.down){ player.animations.play("left"); } } else { player.animations.stop(); player.frame = 12; } // Jump if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -400; player.animations.play("jumpRight"); if (cursors.up.isDown && cursors.left.isDown) { player.animations.play("jumpLeft"); } } }, win: function() { game.state.start("win"); //"win" was an invisible sprite the player collided with to trigger the jump to win.js }, } And this is the state where the world textures become Ancient Greece textures (after you hit the portal). var cursors; var greeceState = { create: function() { console.log("Greece kjørte"); var mapLen = 10000; // Velg lengden av banen (i pixler) var posX = 0; var timer; //game.physics.startSystem(Phaser.Physics.ARCADE); //game.world.setBounds(0, 0, mapLen, 600); bg = game.add.sprite(mapLen/2, 300, "sky"); bg.scale.setTo(1,1); bg.anchor.setTo(0.5,0.5); platforms = game.add.group(); platforms.enableBody = true; while (true) { var ground = platforms.create(posX, 535,"groundSand"); ground.scale.setTo(1,1); ground.anchor.setTo(0,0) ground.body.immovable = true; posX += 150; if (posX > mapLen) { console.log("posX mer enn mapLen, avbryt laging av ground"); break; } } player = game.add.sprite(100, 500, "character"); player.anchor.setTo(0.5, 0.5); player.scale.setTo(1,1); game.camera.follow(player); game.physics.arcade.enable(player); player.body.gravity.y = 800; player.body.collideWorldBounds = true; player.animations.add("right",[0,1,2,3,4,5], 16, true); //timer = setInterval(this.run, 0.10); cursors = game.input.keyboard.createCursorKeys(); }, /* run: function() { console.log("run kjørte"); //player.body.velocity.x = 520; },*/ update: function() { //console.log("update Greece"); // code to for example, kill, move player and jump game.physics.arcade.collide(player,platforms); game.physics.arcade.overlap(tBuilding, player, this.win, null); //player.body.velocity.x = 0; if (player.body.touching.down){ player.animations.play("right"); } /* if (player.body.position.x > 9000) { game.state.start("play"); }*/ } } My apologies if I could snip the code down a little, I wasn't sure what would be relevant to show or not with the issue I have. The game looks like this before and after portal: DemolitionDavid.rar
  23. PearFiction Studios is looking for an experienced HTML5 Game Developer to work with our highly talented Montreal team. Develop the next generation of online casino games in our cool loft style office in the trendy Plateau Mont-Royal district. If you have a personality to handle responsibility and collaborate in a small team environment, we'd love to have you join PearFiction Studio's dev team. Candidates should have an interest in online, mobile, and social casino games. You will be responsible for: Participating in designing the front-end aspects of a game design including entertainment, pacing, features, and UI functionality. Designing, developing, and maintaining games in HTML5. Developing new front-end game development tools, features, or extending current ones. Creating and owning all design documentation and deliverables for our HTML5 game development toolset. Developing new casino games with our HTML5 game development toolset. Integrating the game graphics and visual effects. Integrating the game business requirements and features. Ensuring entertainment value to end users. Maintain and test HTML5 games and tools to ensure stability. Essential Experience: Technical degree or higher in computer science Minimum of three years of HTML5 (Canvas and JavaScript/Typescript) game development for mobile and desktop platforms. Experience with Pixi.js or Phaser.io JavaScript/CSS frameworks. Solid knowledge of Object Oriented Programming, MVC and other design principles. Experience working in agile and iterative environments. Familiarity with project tracking tools such as JIRA or Trello. Familiarity with Git and feature branching approach. Understanding web browser game development, with focus on mobile. A flair for game graphics programming, animations, effects, and optimization for best performance for online and mobile use. Desirable Experience: Experience developing slot machine front ends. Good understanding of casino games and real money gaming mathematics. Experience working with graphically performance-heavy web applications. Experience with client-server integrations and serialization techniques. Open to challenges of learning new languages, technologies, frameworks and approaches to development. Experience in game development projects (hobby or professional). Experience with other programming languages (C#, Java, / PHP / Python / C++, etc) is an asset. Genuinely wants to do a good job as a matter of pride in one’s work. Keen to learn and demonstrate ability. Self-motivated. Bilingual (French and English) is an asset. You can apply on our website here -> http://pearfiction.com/careers/ or via LinkedIn here -> https://www.linkedin.com/jobs/cap/view/271185313/?pathWildcard=271185313&trk=job_capjs
  24. Twitter - Subreddit - Dev Blog - Discord Hello my name is Sam, I'm also the lead artist for Super Combat Squadron. We're a small indie dev team trying to put out a lightweight browser RTS. It's been just myself and one other programmer been developing the game for about a year now but, due to unforeseen circumstances, the lead programmer has had to take a step away from the project for personal reasons. I'm still in contact with him for help in the transitionary period but I'm looking to replace him on the team with some new programmers. Currently we just completed our first internal playtest and got some good feedback from that, and the roadmap for the future was to push towards the first public demo, and then if the feedback looks good and things work out, were considering running a Kickstarter or other crowdfunding attempt to get the funding to take the game further. The ideal skill set we're looking for would include: Phaser and JavaScript (goes without saying). A previous title or some example of your work with Phaser. Possessing a strong focus on: Networking Pathfinding AI Loves and plays RTS or MOBA games a bonus. Your position in all this would be helping tackle some bugs and featured we identified and fixing some issues blocking a public demo release. We're trying to cut the fat and make it purely a bee-line to public demo release. As previously mentioned, I'd love for it to transition into a longstanding paying role through crowdfunding, worst case scenario we stop at public demo release if the interest just isn't there. If you are interested, you can contact me here, or at our email address: laxvikinggames@gmail.com
  25. primrose93

    Node.js Multiplayer Simple Game

    https://drive.google.com/folderview?id=0Bwl58NPLObeIWEQ3YlNlTV9KNWs Here's a sharable link to the directory where my files are located. There's no node_modules, so it's necessary to install before express and socket.io. The problem is I can't create and render the balls which need to bounce all the time. The server is responsible for creating my players and balls. I did successfully the creation and movement of my players with the arrow keys and that's synchronised to all the clients. But I can't do the part with bouncing balls. It seems simple game but as far as I am new to this stuff, I can't figure it out. I provide a link to the directory of my files. The command to start the game is: node server.js. If anyone could help me, I would be very happy. Thanks in advance guys.