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Found 3,316 results

  1. Is web camera access is possible in phaser 3? If yes. Any one can, please provide me a sample code. How to use webcam.js plugin with phaser 3 game, To access the system web camera.
  2. Oliver77

    [phaser]Solitaire Jump it!

    Hi, I made a simple logic game, soon as App too. I want to publish it, does anyone have a good tip? The graphics could be better, am I right? Thanks for any feedback! Play it : http://mg-otterson.de/fileadmin/solitaire/game.html
  3. Evening Guys Im working on a game for an iso platform that houses several games. This platform handles the loading of assets and sends them back to my game as base64 assets. Im loading in 3 different types of assets: *XML *Sound *TextureAtlas my questions are these: 1) how can i load and play an audio file recieved as a base64 string? 2) how can i load and create a new XML object from a base64 string? 3) how can i create a game.load.atlasXML from base64 strings? any help or notch in the right direction is appreciated. thanks
  4. I would like to show you the game I am working on: Lier.io: https://lier.io It is a multiplayer shooter 2D (platformer) similar to old games like Liero, Soldat or Worms (a little). Game is written in html5 (Phaser 2) and now has not many features now. Playing: - moving soldier: W, A, S, D (can be changed in settings) - aiming & shoting: mouse (mobile playing is not finished yet) It would be great if you could write me what do you thing about it or maybe what problems do you have with the game.
  5. Rock Cat

    Nano Niels - Match 3 game

    Hi guys I just wanted to share a match 3 game i made with phaser last year. There are 40 levels no 'pay to win' and its quite difficult. www.nanoniels.com Kind regards Niels
  6. kenneth12

    [WIP] Phaser Puzzle Bobble

    Hello everyone this is my first post on this forum. I wanted to share the Puzzle Bobble clone (gameboy version) I made with Phaser, ES6, and webpack. I tried to make the stages similar to the original series. Currently there is a total of 50 stages but I plan to add the rest of the stages if I can find them on the internet. I also drew all the sprites in photoshop. Hope you guys enjoy it! https://html5bubbleshooter.co/
  7. Titus

    Emitter Rotation Question

    Hi, I'm having some trouble with my emitter that is used as spray particles for a fire extinguisher. I've set the emitX and emitY to position relative to the player's front arm and set the emitter.rotation = frontArm.rotation. The problem I'm having is that when the arm rotates the particle's emit location is moved. I've attached some screenshots and code to show what I mean. I'm sure it is something simple that I'm missing but I've searched on the forums for quite a while and can't seem to find a solution. Any help would be appreciated. FireSim.test = { create: function() { this.game.stage.backgroundColor = "#d36a6a"; this.waterSpray = this.game.add.emitter(0, 0);// (x, y, max particles) this.waterSpray.makeParticles('whiteParticle', '', 5000, true, false); this.waterSpray.maxParticleScale = 5; this.waterSpray.minParticleScale = 1; this.waterSpray.flow(1000, 100, 50, -1, false); this.waterSpray.minParticleSpeed.setTo(400); this.waterSpray.maxParticleSpeed.setTo(800); this.waterSpray.setYSpeed(-30, 30); this.waterSpray.gravity = 0; this.frontArm = this.game.add.sprite(150, 100, 'frontArm5'); }, update: function() { if(this.game.physics.arcade.angleToPointer(this.frontArm.world) < 1) //only move the arms towards the mouse angle if it is less than 1. This prevents erratic movement when the mouse pointer is positioned behind the player { this.frontArm.rotation = this.game.physics.arcade.angleToPointer(this.frontArm.world); } this.waterSpray.emitX = this.frontArm.world.x + 270; this.waterSpray.emitY = this.frontArm.world.y + 160; this.waterSpray.rotation = this.frontArm.rotation; if (this.game.input.activePointer.isDown) { this.waterSpray.on = true; } else { this.waterSpray.on = false; } }, };
  8. Play Cool Math

    Math Number Challenge

    Math Number Challenge In this game, you need be finding figures for speed. It looks quite easy for the first time. However, at every level new tasks appear complicating the search for numbers. In the game, you will learn figures in the decimal system. You will find out how to count to 10 with Roman figures. Moreover, you are going to learn to quickly search for figures matching the sides of the dice. Some figures (in complex levels) are represented as arithmetic expressions and you will have to calculate the amount or difference before to choose the right number. Play Online Version Play iOS Version Play Android Version
  9. PIXIEDUST CATBOX

    [Phaser] Mondo Hop

    Introducing Mondo Hop, a bouncing side-scrolling platformer. Please try it out. GAME FEATURES: Addictive quick-paced gameplay, beautiful 3d modeled graphics, original sounds and music, and smooth performance on both mobile and desktop. TO PLAY: Use the bottom on-screen buttons or the arrow keys to move. Bounce from platform to platform (some of which are moving) without falling. Jump on the springs for a boost. Make it to the end before time runs out and try to collect all the coins along the way. There are 64 progressively harder levels in all. PLAY AT: http://pixiedustcatbox.likesyou.org/mondo_hop.html All feedback is welcome. Developed with Phaser.
  10. Hi everyone, I just wanted to share a new Phaser Plugin called phaser-tilemap-plus, that extends the tilemap loader and factory to support tile animations defined in the Tiled editor. It also allows you to implement collision detection against the map using polygons and rectangles within an object layer, enabling the use of sloped and curved surfaces. It will eventually also support custom properties and region-based events via the object layer. You can access and build the library from GitHub or install it directly as a Node package via NPM. Please note that it is still a work in progress, with features that are yet to be added and kinks to iron out. Anyhow, let me know what you think!
  11. I have an idea of how I want to spawn obstacles for my endless runner game; what I want to do is spawn them randomly on the right and move them towards the left hand side of the screen. And once they are out of bounds of the screen, I want to kill them. But I need some help figuring out how to write the function that would do this. So far I've made a title screen, and the basic "treadmill" structure of the endless runner with player movement. var game = new Phaser.Game(820, 360, Phaser.AUTO); var mainMenu = function(game) {}; mainMenu.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { // background this.background = this.game.add.tileSprite(0, -30, this.game.width, 390, 'sprites', 'background'); this.background.autoScroll(-100, 0); // ground this.background = this.game.add.tileSprite(0, 310, this.game.width, 60, 'sprites', 'ground'); this.background.autoScroll(-200, 0); // player this.player = this.add.sprite(30, 253, 'sprites', 'bunny'); this.player.animations.add('run', Phaser.Animation.generateFrameNames('bunny', 4, 5, "", 4), 10, true); this.player.animations.play('run', 10, true); // logo this.splash = this.add.sprite(this.game.world.centerX, this.game.world.centerY - 40, 'sprites', 'logo'); this.splash.anchor.setTo(0.5); }, update: function () { if (this.game.input.activePointer.justPressed()) { this.game.state.start('gamePlay'); } } }; var gamePlay = function(game) {}; gamePlay.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { // physics engine this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.physics.arcade.gravity.y = 2000; // background this.background = this.game.add.tileSprite(0, -30, this.game.width, 390, 'sprites', 'background'); this.background.autoScroll(-100, 0); // ground this.ground = this.game.add.tileSprite(0, 310, this.game.width, 60, 'sprites', 'ground'); this.ground.autoScroll(-200, 0); // player this.player = this.add.sprite(30, 253, 'sprites', 'bunny'); this.player.animations.add('right', Phaser.Animation.generateFrameNames('bunny', 4, 5, '', 4), 10, true); this.player.animations.play('right', 10, true); // physics on sprites this.game.physics.arcade.enable([this.player, this.ground]); this.ground.body.immovable = true; this.ground.body.allowGravity = false; this.player.body.collideWorldBounds = true; //add spacebar for jump this.jumpButton = this.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); }, update: function () { // look for collisions between sprites this.game.physics.arcade.collide(this.player, this.ground); //add arrow keys for movement var cursors = this.input.keyboard.createCursorKeys(); //reset player velocity this.player.body.velocity.x = 0; //moving right if (cursors.right.isDown) { this.player.body.velocity.x = 90; this.player.animations.play('right'); } else if (cursors.left.isDown) { this.player.body.velocity.x = -90; this.player.animations.play('right'); } // jump if (this.jumpButton.isDown && (this.player.body.touching.down)) { this.player.body.velocity.y = -800; } } }; var gameOver = function(game) {}; gameOver.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { console.log('create'); game.stage.backgroundColor = '#4488AA'; //click to start text this.game.add.text(this.game.world.centerX - 100, this.game.world.centerY + 80, 'Click to return to main menu', { font: "30px Raleway"} ); }, update: function () { if (this.game.input.activePointer.justPressed()) { this.game.state.start('mainMenu'); } } } game.state.add('mainMenu', mainMenu); game.state.add('gamePlay', gamePlay); game.state.add('gameOver', gameOver); game.state.start('mainMenu'); sprites.json
  12. Hello! I'm glad to present you our new game called "ChopChop" - link It was never published before, so both exclusive and non-exclusive licenses are available.
  13. smdool

    init parameters is undefined

    In Phaser 2.7.5 I'm trying to pass an object as a parameter from one state to another but the object is showing as undefined. Below is the code from GameState whereby I'm looking to pass an object containing a score, time and seconds. this.game.state.start( "Congratulations", true, false, { score: this.killedGerms, time: this.timeLabel.text, seconds: this.remainingSeconds }); Below is the CongratulationsState where the parameter, "data", is coming through as "undefined". init: function(data) { console.log('data', data); data = data || { score: 0, time: "00:00", seconds: 0 }; } Any ideas on where I have gone wrong would be greatly appreciated.
  14. I recently finished my first game with Phaser in just under 2 months. Its a 2D action / bullet-hell style shooter with a story, made using Phaser. You can play it here: SUPER STARKILLER 3000 I also wrote about what I learned in a retrospective you can read here: https://github.com/fahseltc/SUPER-STARKILLER-3000/blob/master/docs/article/postmortem.md Or check out the source GitHub: https://github.com/fahseltc/SUPER-STARKILLER-3000 Thanks for taking a look!
  15. mazoku

    Big Bubble Pop

    Phaser bubble shooter game with specials. Small simple game made in my free time. Play Game: Big Bubble Pop
  16. PIXIEDUST CATBOX

    [Phaser] Cubxer

    Hello everyone. I'd like to introduce Cubxer, a cube stacking match-3 puzzle game. Please check it out at the link below. GAME FEATURES: Beautiful 3D modeled graphics and animations, cool music and voice effects, and endless ever-challenging levels. Works well on both desktop and mobile. HOW TO PLAY: At each turn you control a dropping column of colored cubes. You can move and reorder the column using either the mouse or keyboard: LEFT/RIGHT-A/D keys or left/right swipe to move cubes left/right UP-W key or up swipe to reorder cubes DOWN-S key or down swipe to move down fast Make color matches with cubes at the bottom. Matches are made when 3 or more colors line up vertically, horizontally or diagonally. Make enough matches and you advance to the next level. Let the cubes stack to the top and the game is over. Try to match as many cubes as possible each turn. PLAY AT: http://pixiedustcatbox.likesyou.org/cubxer.html Feedback is greatly appreciated. Developed with Phaser. Music by Eric Matyas.
  17. GideonSam

    Box2D FPS drop in Mobiles

    Hi All, I have been developing a box2D game in Phaser 2, it works fine in the Desktop browsers. When comes to the Mobiles the FPS drops. There are only three sprites in the stage, one static body and a dynamic body. Please kindly help. Thanks, Gideon
  18. Since Phaser is a web framework, we the developers, have a choice between drawing GUI (Menus, inventory screens, buttons etc) on the canvas or use built in browser elements with all the functionality and response and just connecting it to the game engine. What would you recommend? Drawing and handling clicks on canvas is a little harder, but if there are any sound benefits to that I would love to know. Thanks
  19. GideonSam

    Brush tool in Phaser

    Hi All, I have been working on a Simple paint app for kids. I have a problem in implementing the simple brush tool. Im getting small dots and line here there in the screen Unable to draw on free hand movement like a brush. kindly help. playGame.prototype = { preload: function () { }, create: function () { game.stage.backgroundColor = '#222222'; game.input.onDown.add(this.onStageDOwn, this); game.input.onUp.add(this.onStageUP, this); }, onStageUP: function () { game.input.deleteMoveCallback(this.paints, this); }, onStageDOwn: function (pointer, x, y) { graphicsMC = this.game.add.graphics(); graphicsMC.lineStyle(2, 0xffd900, 1); graphicsMC.moveTo(pointer.x, pointer.y); game.input.addMoveCallback(this.paints, this); }, paints: function (pointer, x, y) { graphicsMC.lineTo(pointer.x, pointer.y); } };
  20. At the moment I'm just trying to switch in between game states by having the user press the spacebar. However, when the user holds down the spacebar, it continues to change. Is there a simple way to have the state change only once even when the spacebar is held down? I came across something called JustPressed, but it seems to be behaving in the same fashion as isDown. (rather than cycling through them infinitely when the spacebar is held down) I am brand new to Phaser and Javascript so a simple solution that's easy to understand would be amazing! // define game var game = new Phaser.Game(900, 500, Phaser.AUTO); // define MainMenu state and methods var MainMenu = function(game) {}; MainMenu.prototype = { preload: function() { console.log('MainMenu: preload'); }, create: function() { console.log('MainMenu: create'); game.stage.backgroundColor = "#facade"; }, update: function() { // main menu logic if(game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { game.state.start('GamePlay'); } } } // define GamePlay state and methods var GamePlay = function(game) {}; GamePlay.prototype = { preload: function() { console.log('GamePlay: preload'); }, create: function() { console.log('GamePlay: create'); game.stage.backgroundColor = "#ccddaa"; }, update: function() { // GamePlay logic if(game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { game.state.start('GameOver'); } } } // define GameOver state and methods var GameOver = function(game) {}; GameOver.prototype = { preload: function() { console.log('GameOver: preload'); }, create: function() { console.log('GameOver: create'); game.stage.backgroundColor = "#bb11ee"; }, update: function() { // GameOver logic if(game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { game.state.start('MainMenu'); } } } // add states to StateManager and start MainMenu game.state.add('MainMenu', MainMenu); game.state.add('GamePlay', GamePlay); game.state.add('GameOver', GameOver); game.state.start('MainMenu');
  21. matias_ini

    How to know if a device is muted

    Hi, Does anyone know how to know if a device is muted? If it can not be done in Phaser how can I do it using javascript? Cheers, Matias Ini
  22. Hi, I am trying to use a FB Share Dialog in my Phaser 3 game, but i assume since the pointerdown does not just get called directly on mouse click, the Dialog gets blocked by the browser: let someButton= this.add.sprite(200, 500, 'someButton', 0).setInteractive(); buttonLeaderboard.on('pointerdown', () => { FB.ui({ method: 'share', href: 'https://mydomain.com' }); }, this); Does anyone have a solution for this, or for popups in general? Opening a new window would also be fine (using sharer.php instead), but that one gets blocked too: window.open(url, windowName, [windowFeatures])
  23. Hello everyone! TLDR; I'm trying to get the plugin 'phaser-input' (made by Orange Games) to be loaded and running properly in a webpack + ES6 style environment. I'm fairly new to the phaser game dev environment, and I really like how someone has created a boilerplate project that has ES6 style coding enabled [ phaser-es6-webpack]. But I think phaser2 by default was never meant to be coded in this style, with importing dependencies from a package manager; you are suppose to load the library and any plugins in the index.html's header area via script tags, so that it can do it's thing with the global namespace. (I didn't realize this until I got too far ahead in development) In my project, I have added to the webpack.config.js file to make the plugin 'phaser-input' ES6 compatible, and importable into my project. // webpack.config.js const path = require('path'); const HtmlWebpackPlugin = require('html-webpack-plugin'); // Phaser webpack config const phaserModule = path.join(__dirname, '/node_modules/phaser-ce/'); const phaser = path.join(phaserModule, 'build/custom/phaser-split.js'); const pixi = path.join(phaserModule, 'build/custom/pixi.js'); const p2 = path.join(phaserModule, 'build/custom/p2.js'); const phaserInput = path.join(__dirname, '/node_modules/@orange-games/phaser-input/build/phaser-input.js'); module.exports = { mode: 'development', entry: { app: ['babel-polyfill', path.resolve(__dirname, 'client/src/main.js')], vendor: ['pixi', 'p2', 'phaser', 'phaser-input', 'webfontloader'], }, output: { pathinfo: true, path: path.resolve(__dirname, 'client/build/js'), publicPath: './js', filename: '[name].js', }, devServer: { contentBase: path.resolve(__dirname, 'client'), }, watch: true, plugins: [ new HtmlWebpackPlugin({ filename: '../index.html', template: './client/src/index.html', chunks: ['vendor', 'app'], chunksSortMode: 'manual', minify: { removeAttributeQuotes: false, collapseWhitespace: false, html5: false, minifyCSS: false, minifyJS: false, minifyURLs: false, removeComments: false, removeEmptyAttributes: false, }, // hash: false, }), ], module: { rules: [ { test: /\.js$/, use: ['babel-loader'], include: path.join(__dirname, 'client/src') }, { test: /pixi\.js/, use: ['expose-loader?PIXI'] }, { test: /phaser-split\.js$/, use: ['expose-loader?Phaser'] }, { test: /p2\.js/, use: ['expose-loader?p2'] }, { test: /phaser-input\.js$/, use: ['exports-loader?PhaserInput=true'] }, ], }, node: { fs: 'empty', net: 'empty', tls: 'empty', }, resolve: { alias: { phaser, pixi, p2, 'phaser-input': phaserInput, }, }, }; The documentation recommends that the plugin be added using [ game.add.plugin(PhaserInput.Plugin); ] But I've seen other plugins use [ game.plugins.add(PhaserInput.Plugin) ]. I have this snipped added to my game state file. (the other code has been removed for clarity) import Phaser from 'phaser-ce'; import PhaserInput from '@orange-games/phaser-input/build/phaser-input'; export default class Game extends Phaser.State { preload() { this.game.plugins.add(PhaserInput.Plugin); } } The documentation simply shows the use of the plugin using the snipped [ var input = game.add.inputField(10, 90); ]. Where the function 'inputField' has been added to the framework. This is where I get stuck, the plugin function (inputField) that is suppose to be added never actually gets added at all to [ game.add ]. This in results in an error. import Phaser from 'phaser-ce'; export default class FormOverlay extends Phaser.Group { constructor({ game }) { super(game); this.testInput = game.add.inputField(10, 90); } } Is there a proper way of loading plugins in this webpack + ES6 style? I've wasted an afternoon trying to figure out how to get this plugin to work, I must be missing something here. If you know the answer to this issues, I would greatly appreciate if you can share the answer. Thanks for reading!
  24. Hi, I have built a mini games app in Adobe Air (in iOS and Android). It features lots of swf animations and lots of games. Now since the future of Adobe Air is circumspect. I want to hedge my bets by rebuilding the games in another platform which has a better future outlook. I had a few questions: 1) Which platform is better for building an app- OpenFL or Phaser ? I found OpenFL online which seems to be the best way to port flash games into html5. 2) Can I have a multi platform app in which suppose 100 games are there - 50 made in Phaser and 50 made in OpenFL? 3) I had read in one website that Phaser is not good for resolutions above 600x400 px. Is this true? 4) Since we want to support all resolutions in Android and iOS- we need vector graphics (the core strength of AIR). Do Phaser/CoreFL support Vector? Thanks, Nish
  25. ddabrahim

    Hosting multiplayer games?

    Hi. I'm currently developing a single player game in Phaser and occurred to me to make it online multiplayer instead but I would prefer not to run my own server and wondering what solutions are out there for hosting online multiplayer games? I searched the web and did come across 4 solutions. PlayerIO, AppWarp, Photon and using platforms like Heroku and Amazon.... At the moment I'm more likely go with PlayerIO because the pricing is better, the free package allow me to get started with no obligations and the paid packages also seems cheap compared to other hosts but I would like to get some feedback if it any good or not, should I consider using something else? I would be grateful for any opinion on this or even links to articles I could learn something from. Thank you.