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Found 125 results

  1. We're an italian consulting company and we're looking for an HTML5 game developer. We work for the b2b market in 2 different ways: - Learning games for enterprises - Consumer games to grow our clients' projects or our own ones We appreciate the knowledge of JS, Construct 2, Unity3D, php. Our office is in Milan. We're looking both for hiring and/or for freelance collaborations, but we're looking for someone who can work with us minimum 2 days/week. You can apply sending an email to
  2. Hello. How do I get access, tankard? For example to move it via js.
  3. Hello. I can not understand the character configuration management. Character moves forward by means of "w" key. I along with "w" press and release "space". triggered event "keyup" and the event is "keydown" reset how to fix this problem? Make it so that the event "keydown" will not be reset?
  4. hi.. i'm developing 2dmmorpg with html5.+ webgl how can i reload js or index.html when code changed? mobile is always using caching. so i can't reload. couple a minute i can.... do you have tips for this?
  5. Hi, I am a newbie into this gaming world. I managed to make my very first game which is a snake game : I am good with javascript, jquery, canvas. It works fine but the graphics are very low. I think the reason is clear because I used canvas to make it. I want to make a game with good graphics. But, I don't know which library to use. I would locve to hear some suggestions. Also, please give a rating on my game out of ten. Tell me whether it can be selled.
  6. Hallo, I need to move and rotate a player by a predefined path. Like: [stepForward, turnLeft, stepForward, turnLeft, stepForward, stepForward, stepForward, ...] The problem is, the path is dynamic and depends on user input. I tried to put the coordinates and agles in arrays and do something like{x:[...], y:[...], angle:[...], 5000, Phaser.Easing.Linear.None, true); But in this case I got problems with rotation. I don't know how to chain dynamicly or use several .to call. Any ideas?
  7. Hi, I'm new to pharser. I created several functions like move() in the Game.js TestGame.Game.prototype = { ... drawPath: function() { ... } Everything is working well. No I would like to access the drawPath function from outside oth the class, e.g. <button onlick="TestGame.Game.drawPath()"> but get "is not a function" Error.
  8. Hello everyone, in my spare time project I'm actually developing a HTML5/JS platform game using the genius Phaser framework. I wanted to add a high score system which works in the cloud, so that players can compete against each other. I evaluated the most relevant game services API's from Google and Apple. The problem is that you have to pay for them and that might not be appropriate for a small game. So I tried to do my own implementation using the lovely service which has the following features: Manage players (Users) Player specific highscores Track players game time Manage achievements for players Leaderboard Store game specific values to the detail objects of achievement and highscore entities You will need to create a free account in order to use the Highscore Service. The little project is hosted on github at A documentation is also available there. A test application to evaluate JS Highscore Service with your own parse backend is hosted here. Maybe this could be useful for someone... Cheers!
  9. Small mini game without any libraries on purejs. Have fun
  10. Hi all. I am wondering why there is such extensive usage of the "this" keyword in the "Full Screen Mobile" project template (included with Phaser, I am using v2.4.4). Code sample from 'Full Screen Mobile' project template: BasicGame.Boot.prototype = { init: function () { this.input.maxPointers = 1; this.stage.disableVisibilityChange = true; this.stage.backgroundColor = '#000000'; if ( { this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.setMinMax(160, 240, 640, 960); this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; } else { this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.setMinMax(160, 240, 640, 960); this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.forceOrientation(true, false); this.scale.setResizeCallback(this.gameResized, this); this.scale.enterIncorrectOrientation.add(this.enterIncorrectOrientation, this); this.scale.leaveIncorrectOrientation.add(this.leaveIncorrectOrientation, this); } }Code sample from 'examples': var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });function preload() { game.load.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');}var s;function create() { s = game.add.sprite(,, 'bot'); s.anchor.setTo(0.5, 0.5); s.scale.setTo(2, 2); s.animations.add('run');'run', 10, true);}What difference does this make? Why do I have to use it? Is it considered 'best practice'? Does it affect anything if I don't include it?
  11. I'm making a mode 7 game in java script but I ran into a problem, to turn the perspective I must rotate the image before I draw it. I have tried using the ctx.rotate() function but I don't know how to do this before I draw the image so I can save it as an image object rotated and re-draw it.
  12. Hi all, I'm trying to get a project working in Cocoonjs with Pixi. At first I was under the impression that I could just take my code and place it in a Canvas+ and be good to go. I'm now realizing, to utilize my UI I will need access to the full DOM features, so I also need to use a Webview. Now I am trying to use both and am refactoring my code (side question: Does Ludei claim you can use the same code because it works if you only use a Webview? Do they expect that you can use the same code if you need to use both a Canvas+ and Webview? I don't see how they could since you have to write custom code to make Webview and Canvas+ interact). So here's the problem; I finally got all errors and warnings out of the code after doing a bit of refactoring. I've separated all to most of the PIXI/rendering specific code from the jQuery and DOM related code. I load the Webview, the app connects to my game server as expected but the canvas looks glitchy. By that, I mean it looks like what would accompany static on a TV, but less exaggerated. It will be mostly black with glitchy, patterned grey pixels interspersed. Every once in a while it will jump to having more grey static and then go back to more black. I can provide code or screenshots if needed. I am using Pixi v3 (I think v3.0.6). I am also using pixi-spine (unsure of the version). Autodetect renderer seems to be using Canvas renderer. Has anyone experienced (and fixed) this kind of thing?
  13. I'm new to Phaser and JS and looking at online IDEs for my Chromebook. Codenvy looks like a good option for me, in part because I'd also need to get up to speed on Eclipse (which Codenvy is based on). However, it looks like Cloud9 is more popular among Phaser developers, I'm guessing because it has better JS support? E.g., at first glance, it looks like Codenvy doesn't have code completion or breakpoints. Is anyone here developing in Codenvy? I'm curious to hear whether Codenvy is a viable development environment for JS and Phaser and, if so, what steps I should take to optimize development with it.
  14. We have two sample interactive Flash movie lessons (two of 1200) that we need to convert to HTML5 so that they can be used on Tablets (iPad, Android and Windows) as well as PCs. We are paying for the conversion and a detailed step-by-step guide to the process used. The process needs to include the ability to convert the HTML lessons to different languages (audio and text). We are also looking to greatly reduced files sizes that are often not possible with some of the ‘quick’ conversion tools. The Flash movie can viewed from the below links. Source files can be sent to you via email or dropbox (3MB) This is the rather more complex animation of the two This is the simpler one Skills required: Adobe Flash, HTML5, others Do let me know if this is something you have experience in doing and some idea of costs. Please feel free to ask any questoins that you may have. Many thanks, Chris
  15. Hello all, currently i'm using a trick to make my game look endless: while i keep moving the camera and the player, i test if the end of the world is near; if yes, my camera will stop to slide soon. Then, i simply change the x coordinate value to 0. Doing the correct math and the correct scenario, the jump will look quite good. But it's not enough. For example, if some item where present in the last portion of the world, it certainly won't be at the begining. It leads to make sure that certain items will use the very same spritre, and so on. Is there any other way to get the endless effect? any effective way to create the illusion? Any idea is welcome.
  16. The new Cocoon beta - now open! During the last months we have been working on building the greatest possible cloud service for HTML5 developers. We have been HTML5 pioneers with our previous CocoonJS Cloud providing the fastest canvas renderer with Canvas+ and offering services integration. It has been a great experience but we felt that some things could be improved and so we did. Now you ask for an invitation to start using it here. Today we just launched the new Cocoon Beta. We will start sending invitations progressively during the Beta period so if you request an invitation today you can expect an invitation in your mailbox soonish. If you show us some love tweeting about @cocoon_io, we’ll move you up the waiting list. More info here.
  17. Having a problem with a flicker effect I am having when creating a moving starfield in the background of a game I am working on. It's a bit hard to describe the effect so I will do my best without a video and hopefully someone can help. If needed I can create a recording of what's happening. Sometimes this flicker seems more like a pulse with the stars fading in and out. The faster the shift of tilePosition the faster this pulse seems to be resulting in a "flickering" effect. My technique: 4 tiling sprites are created. The background one is a jpg with stars and a bit of nebular gas clouds here and there. It is 4000x4000px in size. The other 3 are transparent png files with random white pixels on an image 2000x2000px. Each of the 4 tiling sprites' tilePosition is incremented at a different rate to each other based on the spaceship (which remains fixed in the middle of the screen). My renderer is automatically set to the innerWidth and innerHeight of the window if that matters - but doesn't seem to with other projects I have been playing around with. function updateBackground(x,y){ //console.log(x + ":" + y); sprites.cloudstars.tilePosition.x += (x * 0.01); sprites.cloudstars.tilePosition.y += (y * 0.01); sprites.star1.tilePosition.x += (x * 0.2); sprites.star1.tilePosition.y += (y * 0.2); sprites.star2.tilePosition.x += (x * 1); sprites.star2.tilePosition.y += (y * 1); sprites.star3.tilePosition.x += (x * 10); sprites.star3.tilePosition.y += (y * 10);}The problem: The stars seem to flicker (which sounds like it would be a good idea but isn't) when the starfield is shifted. It depends on the values of X and Y which are calculated by the direction and speed of the ship as follows: function moveShip(){ var newX = 0; var newY = 0; if(player.speed > 0){ var newX = (Math.cos(sprites.ship.rotation) * (player.speed * -0.01)); var newY = (Math.sin(sprites.ship.rotation) * (player.speed * -0.01)); } return [newX, newY];}What I have tried: - Reducing the size of the png files - Making sure the white pixels in the png file are not transparent in any way, solid white pixels - Moving the starfield at different rates in the first part of code I have linked - Turning off antialiasing for the PIXI.autoDetectRenderer I have spent about 30 hours of time trying to get this to work and am about to give up completely, hence turning to this forum for maybe some advice. If there is a better way to do it I am more than happy to give this a try. Thanks in advance.
  18. Hello, Made this game for Ludum Dare 32 using phaser and JS. Become the master of Ducks while saving the world from Giant Golems. Play it here:
  19. Wozlla is a young international team in charge of producing multi-platform engaging titles, founded in 2013 and with head offices in Beijing. The studio is backed up with more than 30 years of combined experience and an international team including the producer for mobile games such as Assassin’s Creed or Asphalt 6, artist leads for acclaimed Chinese games like One Piece the RPG game, technical leaders and masterminds including the W3C HTML5 Chinese Interest Group Chairman, former Chief Standards Officer for Opera China. If you are a proactive developer, breath HTML5, eat CSS, sweat JS and dream code every night, we want you… If you have strong communication and the right skills to create clean and reusable code, then you are what we are looking for… If you are not afraid of facing technical issues but propose solutions then, you know, come with us. Are you in Beijing already? Are you in another part of the world? Contact us, if you are willing to relocate, we’ll welcome you with open arms. Let us know you have the interest in collaborate with an energetic and passionate team, in a start-up atmosphere with endless tidbits, weekly massage and flexible working environment. Take the first step and send your CV to
  20. Dear reader, Is it possible to use phaser features in pure html5? For example: I have a little game with a standard gameloop(setInterval or requestAnimationframe) and I'm to lazy to program my particles the hard way. Will I be able to use particle emitters of phaser? without the basic structure: var = state{ preload: ... create: .... update:....}; Thanks a lot in advance, Best Regard from belgium Cedric Van Roeyen
  21. Hi, I'm new to Phaser, in the past week I started my first game and l love everything about this framework. Just so you know I usually work with Unity and MonoGame. Anyway I had a question regarding intellisense/code completion in Visual Studio 2013 for JS. I know about the /// <reference path="phaser.js" />, but my problem is more when I'm using the "this" identifier. I would like to know if there's a way to tell VS what "this" is Phaser.Game(...), just to help with the code completion of lets say this.load.image(show parameters). Is this feature available in VS, should I get another IDE, should I switch to TypeScript or should I just suckit up and learn it all. Thanks in advance
  22. Hello All, Hope you are all well and settling into 2015 I've just started working with Pixi. I have a few questions before I start to get an understanding of things: What is the difference between the use of PIXI.Graphics and PIXI.Polygon? Can both be used to render to the screen? (.Graphics using Canvas-like lineTo & moveTo methods, whereas .Polygon takes vertices?)Is it necessary to have a displayObjectContainer in order to render interactive graphics? What is the purpose / benefit of it?Does Box2D play nicely with Pixi for use with collision tests on complex 2D polygons?Thanks in advance! Jordan
  23. Hi, I'm having some trouble figuring out how we would dispatch events from a sprite. I've got a constructor called Player which inherits from Creature (which inherits from Phaser.Sprite). I want to be able to dispatch an event from player in a manner similar to this: var player = new Player([…]); player.bind("death", function () […] Would my approach be possible in Phaser? Is the approach correct? The alternative idea would be to check wheather the Player is dead in the update function but that seems wrong. I was also wondering if there is an updateEvent(Fires every frame) ? I have a feeling my whole approach to the problem is wrong. Check line 25 to 28 of pastebin(
  24. Hi all! I'm new here, and could use some help. I've just recently gotten into Babylon.js, and I LOVE it (Thank You, creators!), but I've recently run into a problem with my game. My game requires an NPC to fly from point to point, and rotate during a certain point in the sequence so it looks like he's flying around objects such as trees & stuff. Problem is, I can only get this to position the cube (bird), and not rotate during a certain point in the sequence. Can someone please help show me what I'm doing wrong? I need to be able to loop this object as many times as I want. I have uploaded the needed files as a zip file. BezierCurve.html: <!DOCTYPE html><html> <head> <title>Bezier Curves</title> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> <style type="text/css"> html, body, div, canvas { width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden; } </style> </head> <script type="text/javascript" src="./JS/EasePack.min.js"></script> <script type="text/javascript" src="./JS/TweenLite.min.js"></script> <script type="text/javascript" src="./JS/TimelineLite.min.js"></script> <script type="text/javascript" src="./JS/BezierPlugin.min.js"></script> <script type="text/javascript" src="./JS/babylon.js"></script> <script src="./JS/scene.js"></script> <body> <div id="rootDiv"> <canvas id="canvas_renderer"></canvas> </div> </body></html>Here is the zip file: Thanks alot! Have a GREAT afternoon! Sincerely, Mythros