Search the Community

Showing results for tags 'angular'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 12 results

  1. [WIP] Collectable Card Game

    Title: Still thinking of a name (feel free to suggest one). Demo Link: https://ccg-game.firebaseapp.com/ Description: A collectable card game similar to games like Eternal, MTG or Hex but with a new resource system and some fresh mechanics. The goal is to build a fast paced, but strategic game, without unfun mechanics like mana screw. Technologies: The game is written in Typescript and the frontend uses Angular. The backend uses websockets for multiplayer and runs on node (also written in TS). Features Includes both PvP multiplayer and an A.I for singleplayer. Four starter decks with differents strategies. A deck editor to build your own decks using the ~100 cards currently implemented (more to come). Resource system which allows arbitrary faction pairings, but doesn't rely on luck to draw the right resources. Credits Art is from http://game-icons.net/ Music is from https://incompetech.com/music/
  2. Hi, I'm using BabylonJS in an Angular project. I used NPM and I have installed 3.0.7: "babylonjs": "^3.0.7", I think the definition file is uncompleted, because a lot of properties are not available, like: camera.alpha But it happens in others properties, in materials, ..... Inside my node_module folder: What do you think can be the problem? Thanks!
  3. Hey guys, This is my first game for android made with p5js, cordova and angular js. https://play.google.com/store/apps/details?id=com.blissfullapps.blissgame Simple addictive accelerometer based game with a single mechanic. Subtle changes as you go make things interesting, keeps you on your toes, questions your ability, makes you think about how tiny changes increase the difficulty and how practice removes that difficulty very soon. Good soothing background music. The game play video is here One bug that I have in this game is, the background music keeps playing unless the game is exited or stopped in the background if the user exits by pressing home button. Any suggestion how to fix that issue? I have tried with javascript events and a bit of android native code changes but it didn't work. Designed and developed the whole thing myself. Any feedback will be appreciated and please share
  4. Angular routing with game states

    When running in a game state, executed from an Angular controller and canvas, is it possible to end the game by routing to another angular context. I tried using $location.path("/angular-route") but $location is not defined in the game state. I've got the usual booter, preloader, and game states set up and the problem occurs in the game state. Thanks
  5. Game not destroyed

    I have a workaround for this but not sure it is optimal When a specific collisions occurs I send off a request to the server and if they are no longer logged in I need to redirect them to login if (response.status == 401) { console.log('not logged in'); game.destroy(); game = null; $interval.cancel(vm.intervalPromise); $window.location.href = '#/login'; }else{ . The only way I have been able to get this to work is to change the state of the game game.state.start('loginScene'); then add a button there to redirect to the login. The error is it seems the phaser loop is still running if I call game.destroy from within the update of the active stage. This is a mix of angular and phaser and except for this minor issue things have gone quite well
  6. [WIP] Mobsor (space game)

    I was hoping to have this up on a server for beta testing August 1st but now hoping for September 1st. A MMO space game with infinite space (well sort of) using Phaser and Angular. Quite a bit of interaction I did not feel worked well in Phaser and Angular worked great with saving and retrieving data from the server and passing and receiving data back from Phaser. Right now a player can mine asteroids to earn credits to upgrade or buy ships, find artifacts that range from recycle junk to tools to assist in certain areas. You can find and start a battle with pirates or other players but the battle sequence is what is holding me up from opening up beta. Why the name? Not sure how I ended up with domain name so named the game after it.
  7. Have 2 - 10+ years of software development experience, including front-end
development experience with HTML5, Angular, Javascript and CSS • Break down user and technical stories into tasks and work on them • Maintain our existing Flex codebase and help build out a new HTML5 codebase. • Write unit tests and code comments • Write technical documentation for use by other developers, testers and support • Participate in code reviews and refactoring • Participate in Level 3 support of production environments • Attend daily scrum meetings • Collaborate with team members overseas and on location
Desired Skills and Qualifications: • Strong proficiency with HTML5 stack, including CSS3/JavaScript and at least
one library or framework (e.g. AngularJS, jQuery, etc.) – both preferred. • Good knowledge of Adobe Flex and Actionscript is a plus • Familiarity with Agile practices • Working knowledge of code versioning tools, such as Git • Fantastic communication skills Github account with c revert to sghai87@gmail.com
  8. Hi there, I am trying to create an Phaser/Angular2 game in Typescript with the canvas in background and the DOM at the front. I would like to do either : 1 - Change the state when I click on a button from the DOM. 2 - Or change the state when I open a component with Angular2 with the constructor of the class (in Angular2 a component is based on a class). The problem I have is that I cannot access the Phaser.game element from a fonction triggered from the DOM or in the constructor of the class. 0 : I define the Phaser.Game object on a first class, I start the first state and I go to the page "/loader" with the angular route : import {Component} from '@angular/core'; import {LoaderComponent} from '/loader.ts'; import { ROUTER_DIRECTIVES, Routes, Router } from '@angular/router'; @Component({ template: '<router-outlet></router-outlet><div id="content"></div>', directives: [ROUTER_DIRECTIVES] }) @Routes([ {path: '/loader', component: LoaderComponent} ]) export class GameComponent extends Phaser.Game{ constructor(){ super('100%','100%',Phaser.AUTO,'content', {create : this.create}); } create(){ this.state.add('Loader', LoaderComponent); this.state.start('Loader'); this.router.navigate(['/loader']); } } 1 : In the first state I create a button and console.log this.game import {Component} from '@angular/core'; @Component({ template : '<button (click)="log()">Log</button>' }) export class LoaderComponent extends Phaser.State{ public game:Phaser.Game; constructor (){ super(); console.log(this.game); //return null } preload(){} create(){ console.log(this.game); //return the right Phaser.Game object } log(){ console.log(this.game); //return null //this.game.state.start('NewState'); //Not working obviously } } I guess this is because the Phaser.Game is liked to the Phaser.State object accessible from preload and create, but how can I access this object from the constructor or at least the fonction 'log()' ? Thanks for your help =)
  9. RTS multiplayer developement

    Hello! I have the following task to do in the next following 3 weeks: create a real-time multiplayer strategy game. I have no experiance in making multiplayer games, no experience in phaser io, node js or using web sockets. But I am a fast learner and I already learned a few things about those libralies. I am thinking of using Angular and phaser for the client side. Nodejs and socket io for the server side. The thigs I need to be done: -multiple game rooms -states for the game(menu, playing, game) -user authentication -interacting on a MySQL table for users (connecting two servers) -building logic for the game -real time syncronisation between every player, every unit(when it shoots, move) Ok so the first 5 issues won't be such a dificulty for me and if it was a single player game I probably wouldnt ask this question. I am really asking for help for building the base thing and some "proof of concept". I need to connect the two players in one room, need to when a single unit is moving and shooting to some building, and the building(tower) shoots back this to be sincronized and to work for lets say a 100 units. Where do I start? What metod do I use? 1. Shoud I have game state on the server and this logic to be in the server so everything is syncronized? So when two player start playing the game, the server also (plays the game) in some kinda loop until the game ends. And sends to the users JSON lets say 30times/second. And the user interact to the game logic with controllers, which sends the info to the server and server updates it's state, mean time the client still gets every second a lot of json objects, and rerenders on every change. 2. Using Observer pattern with syncronizable interface, for keeping track of enemy possitions on your client. The server is only used or transfering data and authorising, nothing else. Have sepparate game states on each client, which you syncronise with other clients? So which method would you advice me to start with for my prove of concept(I accept other sugsestions)? How should I build my archictecture? The prove of concept is the basic thing that I should start with but is the most hard one. I am way over my head. I would really use some help. Thanks!
  10. Hello, So I was wondering could you add my game http://chiland.pl to the Made With Pixi page that would be so cool. Anyways the game is about a top down shooter you go around and collect coins. You can save progress, load, there is a new random map loaded every time you go to exit I upgrade each week, it has android app.
  11. Phaser pivot doesn't work

    Hi guys, See my demo about this issue: http://phaser.azurewebsites.net/runner2/ Set the pivot to rotate the sprite doesn't work Regards, Nicholls
  12. Hi, I was wondering if anyone had any tips as to how I would go about creating a Single Page Application that could switch out different games. I need to allow the user to play a certain number of rounds of a game of mine, and then switch out to another game after they have played all the rounds. Each game will have 1 file for each state of the game. Generally, Boot, Preloader, MainMenu, Game. I am looking to build it in Angular. I just have a few questions... How should I manage all of the files for each game? I have looked into Require.js. Do I need to load in every file for each game at the beginning or should I load in each game at a time, one after another? How should I manipulate the DOM? When I switch out the games, should I be destroying the canvas element and the pixi instance and whatnot or should I be switching views or something within Angular? Any help is much appreciated. Also, if you're looking to make some money, I'll pay someone to help.