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Found 32 results

  1. Hello World, I'm a pixel Artist and Game Designer sharing my work for the #gamedev sake. I just released a Free Public 2D Platform Pixel Art Pack for everyone. Check it out I even made an online Demo made with Phaser so you can see it in action: Download this Pack at my site where I will be posting each month a Public Pixel Art Pack (code included): Cheers and happy #gamedev
  2. Hello Game Publisher and Game Studio, I want to sell premium quality of my HTML5 games source code. I try to clone the game mechanics of some great HTML5 games in the market, and i did make it 100 % perfect. Now i want to sell my HTML5 games source codes. Here is the list of games clone that i want to sell *Terms and Conditions: -I just sell the game mechanics, the artwork and graphic inside the game is only for sample, to show the game mechanic run perfectly. -You can not use the artwork and graphic inside the game, that is copyright content. You must use your own graphic when you publish the game to public. -You can hire me and my team to design the artwork, with additional cost. or you can find some digital graphic artist by yourself. -The price is high and expensive. because i clone the game mechanics took many years and work hours. -I can show you the game source codes running local on my computer using Teamviewer, just to make sure that i do really have the game source codes. -I will add more terms and conditions later, if needed. I hope we can work together. Thank you. Best Regards, Cherry Romandiaz
  3. How to set hitbox?

    I cannot figure out how to change the hitbox size of my player, the character doesn't fit through a hole in a fence so I want to change the hit box sizes. I already tried this but this did not work for me, my screen went black when i did this. // variables for items, walls, etc. var walls; var house; var game = new Phaser.Game(550, 540, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); //add house to game function addHouse(image) { house = game.add.physicsGroup(); house.create(-250, -240, 'greenhouse'); house.setAll('body.immovable', true); } // add fences/walls to the game function addWalls(image) { walls = game.add.physicsGroup(); // fences up top walls.create(-90, -200, 'fencefront'); walls.create(5, -200, 'fencefront'); walls.create(100, -200, 'fencefront'); walls.create(195, -200, 'fencefront'); // fences to right walls.create(288, -200, 'fenceright'); walls.create(288, -135, 'fenceright'); walls.create(288, -70, 'fenceright'); walls.create(288, -5, 'fenceright'); // fences at bottom walls.create(-90, 59, 'fencefront'); walls.create(5, 59, 'fencefront'); walls.create(100, 59, 'fencefront'); walls.create(195, 59, 'fencefront'); // fences to left walls.create(-91, -200, 'fenceright'); walls.create(-91, -135, 'fenceright'); walls.create(-91, -70, 'fenceright'); // set the walls to be static walls.setAll('body.immovable', true); } // preload items, walls, players, etc. function preload() { // preload player game.load.spritesheet('player', 'hero.png', 64, 64); // preload houses game.load.image('greenhouse', 'greenhouse.png'); // preload fences game.load.image('fencefront', 'fencefront.png'); game.load.image('fenceleft', 'fenceleft.png'); game.load.image('fenceright', 'fenceright.png'); } // variables for character var cursors; var player; var left; var right; var up; var down; // add what will be in game function create() {, -250, 550, 550); // set background color game.stage.backgroundColor = ('#3c6f42'); // add player image and place in screen player = game.add.sprite(-232, -100, 'player', 1); player.smoothed = false; player.scale.set(1); // player will "collide" with certain images like walls and houses player.collideWorldBounds = true; // ANIMATION FOR PLAYER CONTROLS down = player.animations.add('down', [0,1,2,3], 10, true); left = player.animations.add('left', [4,5,6,7], 10, true); right = player.animations.add('right', [8,9,10,11], 10, true); up = player.animations.add('up', [12,13,14,15], 10, true); // enable physics in the game (can't go through walls, gravity, etc.) game.physics.enable(player, Phaser.Physics.ARCADE); game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.enable(player); // make sure to add this code to add items/walls/buildings addHouse(); addWalls(); // enable keyboard arrows for controls cursors = game.input.keyboard.createCursorKeys(); // camera will follow the character; } // what happens when player does something function update() { // player will now collide with these images rather than pass over them game.physics.arcade.collide(player, house); game.physics.arcade.collide(player, walls); // PLAYER CONTROLS player.body.velocity.set(0); // player presses left key if (cursors.left.isDown) { player.body.velocity.x = -100;'left'); } // player presses right key else if (cursors.right.isDown) { player.body.velocity.x = 100;'right'); } // player presses up key else if (cursors.up.isDown) { player.body.velocity.y = -100;'up'); } // player presses down key else if (cursors.down.isDown) { player.body.velocity.y = 100;'down'); } // player does not press anything else { player.animations.stop(); } } function render() { }
  4. Colorize - puzzle game

    Hi i would like to share with you my last game i made with phaser framework it is cross platform mobile ready game the source code is available on codecanyon codecanyon : play the game : video :
  5. Merge Generated Sprites: Code Snippet

    This is hastily thrown together code that I created as a solution for an idea that I have. I have texture gen data in objects and I wanted to merge various layers together. Reason being is if I create a number of various objects I wanted them to be placed on buttons later on. I plan on making a some code to replace various parts of the textures so that I can on the fly generate generated textures. This is handy for button and things of that nature which is why I created it. I decided to throw it out there in case anyone needed something like this or wanted to improve on the code. Also here is a working example of it on jsfiddle. Screenshot var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { create: create }); // taken from my code and striped out useless parts var gameScale = 2 var sprite = (function() { 'use strict'; var sprite = { creature: {}, misc: {}, object: {}, structure: {}, tile: {}, vehicle: {}, }; sprite.misc.buttonBackground = { size: [16, 16], data: [ '0000000000000000', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0999999999999990', '0000000000000000' ], }; sprite.object.table = { size: [6, 3], thumbOffset: [5, 8], data: [ '666666', '.6..6.', '.6..6.' ], thumbData: [ '666666', '.6..6.', '.6..6.' ], }; sprite.mergeData = function mergeData(bgData, fgData, xOffset, yOffset) { var bgDimensions = sprite.getDimensions(bgData); var fgDimensions = sprite.getDimensions(fgData); var size = sprite.getMaxDimensions(bgDimensions, fgDimensions); var newData = []; _.times(size[1], function(y) { var row = ''; _.times(size[0], function(x) { var s = '.'; if (yOffset || xOffset) { if (y >= yOffset || x >= xOffset) { if (fgData[y - yOffset] && fgData[y - yOffset][x - xOffset]) { s = fgData[y - yOffset][x - xOffset]; } } } else { if (fgData[y] && fgData[y][x]) { s = fgData[y][x]; } } if (s == '.' && bgData[y] && bgData[y][x]) { s = bgData[y][x]; } row += s; }); newData.push(row); }); return newData; }; sprite.makeTexture = function makeTexture(name, data) {'Loading sprite `%s`.', name); return game.create.texture( name, data, gameScale, gameScale ); }; sprite.getDimensions = function getDimensions(spriteData) { if (_.isArray(spriteData)) { var y = spriteData.length; var x = 0; var count = 0; _.each(spriteData, function (row) { if (row.length > x) x = row.length; }); count = x * y; return [x, y, count]; } return false; }; sprite.getMaxDimensions = function getMaxDimensions(a, b) { if (!_.isArray(a) || !_.isArray(b)) return false; var x = Math.max(a[0], b[0]); var y = Math.max(a[1], b[1]); return [x, y]; }; return sprite; })(); function create() { game.stage.backgroundColor = '#2d2d2d'; // manually placed variables from itterated code; var groupKey = 'object'; var structKey = 'table'; var col = 0; var row = 0; var name = groupKey + '_' + structKey; var baseLeft = 100 + ((col * 16) * gameScale) + 2; var baseTop = 100 + ((row * 16) * gameScale) + 2; var bgData =; var fg =sprite[groupKey][structKey]; var fgData = fg.thumbData; var newData; if (_.isUndefined(fg.thumbOffset)) { newData = sprite.mergeData(bgData, fgData); } else { newData = sprite.mergeData(bgData, fgData, fg.thumbOffset[0], fg.thumbOffset[1]); } var btnName = 'btn_' + name; var newTexture = sprite.makeTexture(btnName, newData); var objButton = game.add.sprite( baseLeft, baseTop, btnName); = name; objButton.inputEnabled = true; objButton.input.useHandCursor = true; }
  6. Selling Source Code [GMS]

    Hello all, I'm looking to sell the source code to several of my GameMaker-studio based mobile-web HTML5 games. I won't be posting them publicly, but if you PM me I will answer promptly with the games, prices, and any other information you might need. Thank you
  7. Protect your phaser code

    Hello friends. I've a security question. I've done two mini-games for my company. I really enjoyed the chance of using Phaser in my work and not for fun, as I usally do. My boss liked it too, so good news. But he is concern because everybody are able to see the code with the elements inspector. My question is if there's some easy way to hide or protect the code from visitors, in order to avoid that our competititors steal the code for their own pages. Any advice? Thanks a lot!
  8. How would you go about adding physics int babylon.js? I followed a youtube series by Kris Occhipinti on babylon and got it working but what if you want it to work with imported objects? My code: <script> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var scene = new BABYLON.Scene(engine); //Physics!!! scene.enablePhysics(); scene.setGravity(new BABYLON.Vector3(0, -10, 0)); var assetsManager = new BABYLON.AssetsManager(scene); var meshTask = assetsManager.addMeshTask("skull task", "", "./", "models/untitled.babylon"); meshTask.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 0, friction: 0.5, restitution: 1 }); meshTask.onSuccess = function (task) { task.loadedMeshes[0].position = new BABYLON.Vector3(0, 0, 0); } var Camera = new BABYLON.ArcRotateCamera("Camera", 1, 1, 100, new BABYLON.Vector3(0, 0, 0), scene); scene.activeCamera.attachControl(canvas); assetsManager.onFinish = function (tasks) { engine.runRenderLoop(function () { scene.render(); }); }; assetsManager.load(); window.addEventListener("resize", function () { engine.resize(); }); </script>
  9. There is only one of the coins falling and I don't understand why that is. I looked at the code but I can't seem to figure it out.You will have to reload the page if you miss it ( it is the 5th coin from the left).
  10. Bug in cyclic movement

    Hi guys! I'm really pissed about my code. I reviewed so many times and I can't find the problem that is causing this bug. So, as you can see in these screenshots below, after a while running the game, the platforms starts acting strange. In the interval of platform 2 and 3, when the movement is from left to right, these platforms overlaps and when the movement is from right to left, the distance between then increase. The first screenshot is about the game start, so the problem didn't occured, yet. In the second screenshot, shows the bug in action and it get worse after a while running the game. well... the objective of these platforms is to do a cyclic movement from left to right and vice-versa, in an infinite loop, where the player will jumps on it catching items and killing enemies. So, I start my code creating the platforms in the Trail class, that holds 4 platforms per row. // trail group of platforms this._trail =; // fill the group with platforms for (var i = 0; i < total; i++) { var platform = new MovablePlatform(, sprite, direction, speed); var initX; var finalX; switch (direction) { // move to left case 0: if (i === 0) { initX = + platform.width; finalX = - platform.width * total - PLATFORM_GAP; } else { var lastPlatform = this._trail.getAt(i - 1); initX = lastPlatform.initPos.x + lastPlatform.width + PLATFORM_GAP; finalX = lastPlatform.finalPos.x + lastPlatform.width + PLATFORM_GAP; } break; // move to right case 1: if (i === 0) { initX = - platform.width; finalX = + platform.width * total + PLATFORM_GAP; } else { var lastPlatform = this._trail.getAt(i - 1); initX = lastPlatform.initPos.x - lastPlatform.width - PLATFORM_GAP; finalX = lastPlatform.finalPos.x - lastPlatform.width - PLATFORM_GAP; } break; } platform.createPath(initX, posY, finalX, posY); this._trail.add(platform); } And in the class MovablePlatform I created the method "move", that starts the platform movement, applying the velocity in x-axis. The update method verify if the x position is equal or grater/lesser than the final position and reset the position, to start the movement again. MovablePlatform.prototype.update = function () { switch (this._direction) { // check negative bounds outside the screen case 0: if (this.x <= this.finalPos.x) { this.reset(); } break; // check positive bounds outside the screen case 1: if (this.x >= this.finalPos.x) { this.reset(); } break; } }; MovablePlatform.prototype.move = function () { switch (this._direction) { // move to left case 0: this.body.velocity.x = -this._speed; break; // move to right case 1: this.body.velocity.x = this._speed; break; } }; That is it! Does anybody know why it happen? And if anyone knows a better method to do cyclic movement, I would like to know and appreciate the sharing! Thanks!
  11. Hi. I have a problem with multiple levels (game states). What can I do when, I don't want to write the same piece of code in each level over and over? I've tried to create a function in separate js file which e.g. will set player sprite, gravity, animations or will create necessary variables etc. And I failed this. Everything what I have got are errors.
  12. I have started the blog in 2013 or so. I recently made more posts with code and am up to 30+ posts and almost all with code. I like to learn how to program 2d games and put the knowledge on the blog. I try to make everything I need to program games like platformers and rpg's ect. I have no idea how many posts I wil make on the blog. My other programming blogs have up to 200 posts most with code per blog so far. Here the link : there is a link on the page to the github page where the code is too. (download all code as a zip) I hope it helps people learn game programming.
  13. Sellfy (Phaser)

    Hello! I have started a sellfy in which I will post source code of project that is documented and a great way to learn Phaser, also a great way to support me too! Thank you!
  14. Hi all, Regarding Reddit JSON API, you can get a JSON document by adding /.json to any Reddit URL. This can be used to extract various data from any subreddit making an image viewer/browser for instance. Furthermore, all images and their data scraped from a Reddit JSON could be also used to make some simple games. Here are some ideas: guessing which of two images has a better/worse upvotes scoreguessing a right range of upvotes for an image choosing between 2 or 3 different rangesguessing a title of an image choosing between 2 or 3 different titles as fast as possibleSo I decided to create a game based on some of these ideas in HTML5 using Phaser framework. But first of all, I need a tool for scraping images from a Reddit JSON file and I made it. The application and a short tutorial about its creation with the fully commented source code can be found here: In the next step I will try to make an HTML5 game using database of images generated by this tool.
  15. Been coding some games in javascript for about 3 months. So far: an angry birds ugly clone (really crappy, using box2dWeb), a shooter like sonic wings (way smaller, though), and some simple games like pong, breakout and a simple endless runner with no sprites, just using rect and arc to draw. I've been experimenting with ways to plan the code, and realized that I output more and finish things quicker if I don't actually plan anything at all: just sit there and code, and deal with problems as they occur. Do you guys do that way too? I guess maybe because all games I did were small ones this works. Maybe for bigger ones it will be a mess, even though the code I write is usually clean. How do you guys go on about planning all the functions, objects and interactions amongst your games?
  16. Hey guys I have designed a theme for Brackets code editor You can install it by searching for "Plasma Light Theme" in Brackets extension manager. Love any feedback
  17. How to read the Documentation

    Hello guys, I'm having a bit of trouble applying what I read from the documentation. For instance, I want to use the input keyboard properties of "lastChar" and "lastKey", but I just don't know how to translate that into code. This is what i have tried:;;; I tried other combinations that didn't work. Do any of you guys know how to apply the code from the docs that are not seen in any of the examples? Thanks guys!
  18. Phaser Code Completion for Eclipse

    Hello I created a set of Eclipse Editor Templates with the code completions used by the Phaser sandbox ( You can see instructions to install it on Eclipse here: Screenshot:
  19. Help with collision

    Hello How do I change the collision group of an object in my game when it collides with a different object Would I have to do this is a function? could you please give an example Thanks
  20. Hello. I searched some of the project templates in Phaser Gituhub but it seems the assets/images are not available for download. Can you please suggest me some link where can I find free to use finished Phaser game that I can convert into Cordova/Android mobile game just for testing purposes? I already started something with cordova and managed to deploy emulator and working environment. But when I run my game I just see the background color of index.html file. I assume the game is out of viewport so I kind of need help to understand what is going on. Also what docs/books can you refer me when speaking about Cordova/Phaser? There is nothing in the phaser docs.
  21. Hello everyone, firstly I am new to Phaser, but I would really like to create a typing/educational game ! (like moon-type : I have already created a background and a caracter (the simplest stuff), but I have no idea how to create moving text blocks containing a dictionnary (although I have a .txt file with a list of all existing words), progressive difficulty and a scoring system.. I know, I'm asking a lot, but i really need help, I'm more on the actual look of the game. Please help me ! Thank you in advance.
  22. Hello, I'm trying to get a button in my game to use other functions, and I haven't quite figured out how, other than brute forcing it. // Let's say I have everything preloaded and I'm in my game state filevar main = function(game) { var button1; var button2;};// and my prototype is something likemain.prototype = { create: function() { button1 = this.add.button(0, 0, 'button1', this.button1); button2 = this.add.button(100, 100, 'button2', this.button2); } button1: function() { // I might want to use otherfunc to do stuff while doing other stuff } button2: function() { // this is where I want to use button1's function and do other things } otherfunc: function() { // does more stuff }}Help is greatly appreciated.
  23. Cant change the sprites in flying dog

    Hello, Every time I use texturepacker for a sprite sheet and upload it to the flying dog game it does not work for me and the game freezes I have also tried to upload images individually and add it to the game asset but that doesn't work as well Can someone please help me? thanks
  24. Best way to hide JavaScript code?

    I've searched it up, there are alot of so called solutions, but they are all easy to bypass. For example, you can disabled click, so you can't right-click view-source. But the workaround is simple: just go to your browsers' web console, for example in Firefox you can easily see the URL of the script. What are your experiences/tips/methods? Let's make a list: - code obfuscation (i.e. )
  25. Recently I have been following an ongoing discussion regarding mobile performance and efficiency. One of the recommendations that caught my eye was to avoid classes and prototyping altogether because they can slow down the performance significantly. So far I have structured my code by creating separate class objects in different files by using prototypes. class = function () {}class.prototype.myMethod1 = function () { console.log('myMethod');}class.prototype.myMethod2 = function () { console.log('myMethod2');}In this regard, I am wondering what is the recommended and most efficient way to structure your code? Perhaps the more experienced users can share something from their bag of tricks. Thanks