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Found 16 results

  1. Apologies for the rookie question but I am new to 3D graphics and to BabylonJS. I have successfully created a model from custom meshes through the Babylon APIs. The model displays but parts of it disappear and reappear depending on the relative position of the model and the camera. Here's a sample: https://geekart3.azurewebsites.net/babylon.html If you watch the model rotate you see pieces appearing and disappearing. You can also move the camera position and see the same issue. The meshes in the model do not change, they are only generated on load. I am digging in to see if I can solve it but any pointers as to what may be wrong would be welcome. Enrique
  2. So my problem is that I have a sprite that is giving me 0 for sprite.world.x and sprite.world.y (although it clearly isn't at 0,0). What's weird is that printing out the sprite.world.x gives 0 at first but adding a delay of 50ms it gives me the correct position (in case you're wondering nothing is happening during the delay) Below is the code snippet that i am using (just to be 100% sure). Basically I have a group (located at a certain position) with a specific rotation that has a sprite (the one I'm having issues with) at a certain location. The first printed out value is 300 (which obviously isn't true). I added a delay of 50 ms after the last line then printed out newR.world.x and got the correct value (813). The provided code snippet is the last thing I have in my create function (and the update function is empty). As stated previously nothing is happening by the time the delay starts till it ends (I am only left with the preload function).
  3. So my problem is that I have a sprite that is giving me 0 for sprite.world.x and sprite.world.y (although it clearly isn't at 0,0). What's weird is that printing out the sprite.world.x gives 0 at first but adding a delay of 50ms it gives me the correct position (in case you're wondering nothing is happening during the delay) Below is the code snippet that i am using (just to be 100% sure). Basically I have a group (located at a certain position) with a specific rotation that has a sprite (the one I'm having issues with) at a certain location. The first printed out value is 300 (which obviously isn't true). I added a delay of 50 ms after the last line then printed out newR.world.x and got the correct value (813). The provided code snippet is the last thing I have in my create function (and the update function is empty). As stated previously nothing is happening by the time the delay starts till it ends (I am only left with the preload function). Note: I accidentally posted my question twice please ignore the duplicate. ( I couldn't find a delete button for my duplicate post)
  4. Hi all, I am making an android game with phaser but when I export it, the game does not play, I mean, I just have the menu screen but when I try to start the game the sounds play but it does not pass to game sreen from the menu screen. What is the problem I do not understand, I tried all screen settings, AUTO, CANVAS and WEBGL but it was same for all.
  5. Hello everyone, I need help, i want display an element of a tileset, but i don't understand how to do that. function preload() this.game.load.image('stone', 'assets/tiles/tiless.png'); function create() this.stone = this.game.add.image(720, 78, 'stone'); i guess , i need a key or other but i don't understand how write and found this key. my tileset is 32*32
  6. Hi, I know this should not be BabylonJS issue, just intend to aware people that Lenovo Phab 2 Pro may have canvas rendering issue. I am using chome to open the webpage, while firefox and opera had no problem displaying the 3D scene. below are screenshots of webpage with webgl content: The Sponza Demo: www.babylonjs.com/demos/sponza/ The Espilit Demo: https://www.babylonjs.com/demos/espilit/ The Instances Demo: https://www.babylonjs.com/demos/instances/ And all ThreeJS projects I had viewed so far have this issue too: Lasertown: http://oletus.github.io/lasertown/ The Aviator: https://tympanus.net/Tutorials/TheAviator/ It looks like the major area of the canvas is covered, and leaving only a small rectangle area at the left bottom corner to be viewable, I am able to apply user input beyond the viewable rectangle area to navigate the scene(for example the Espilit demo). I had file an bug report to chrome and intend to file another one to lenovo as well.
  7. Hello, I am new to Phaser and I am trying to get a player extends from a sprite and display it in the screen but I am not being able and I don't know why. If anyone could help me It would be appreciated. Thank you. this is my code play.js player.js game.js
  8. Here's my situation: When the main game state starts, it generates a couple hundred objects (sprites, images, etc) scattered around the world, but when I change to a different state, the objects are removed as normal, and when I change states back to the main state, the objects are re-generated. I'm trying to figure out a way to not re-generate that large number of already-generated objects when I switch back to the main state. I already know that game.state.start() gives you the option to not clear the world, but this keeps the objects from the previous state displayed. Is there a way to store those objects so they don't appear when the state changes and then reappear on the screen where they were when the state is set back to the first state? More details: I'm making an AR mobile game that uses random seeds based on the current geolocation and time (rounded to minutes) to generate objects with limited lifetimes. I'm trying to make it so that objects that are close to being destroyed still appear even though re-generating the objects would not generate them. For example, an object was generated 5 minutes ago and will die in 2 minutes. The state changes and the player does stuff in that state then goes back. The object still should have 1 minute left before it disappears but it is already gone because time has moved forward to the point where it would not generate the object again. I'd like that object to remain and live out that last minute of its life since it was there before the player changed states and should be there when they get back.
  9. Hello, I have a problem with adding tile maps to my phaser game. I know how to add one tile map, but I can't add multiple tile maps. I want two things, which are that I want to add these tile maps, but I also want collision between the turtle and all of the four layers. I didn't add the tile maps already to my game, because of the fact that I can't display the tilemap on my screen. I don't know why.... I get a few error's, which you can see in the images below. Does anybody knows a solution for my problem(s)? My code: var road; var turtle; var controls = {}; var Background; var Finish; var Grass; var Cars; var playState = { preload: function(){ game.load.tilemap('map', 'assets/road.json',null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'assets/road.png'); this.load.image('turtle', 'assets/turtles.png'); }, create:function(){ this.physics.startSystem(Phaser.Physics.ARCADE); map = game.add.tilemap('map'); map.addTilesetImage('road','tiles'); Background = map.createLayer('Background'); Background.resizeWorld(); Background.setCollisionBetween(4, 325); game.physics.arcade.enable(Background); Finish = map.createLayer('Finish'); Finish.resizeWorld(); Finish.setCollisionBetween(4, 15); game.physics.arcade.enable(Finish); Grass = map.createLayer('Grass'); Grass.resizeWorld(); Grass.setCollisionBetween(0, 325); game.physics.arcade.enable(Grass); Cars = map.createLayer('Cars'); Cars.resizeWorld(); Cars.setCollisionBetween(18,309); game.physics.arcade.enable(Cars); //Turtle this.turtle = this.add.sprite(440,450,'turtle'); this.physics.arcade.enable(this.turtle); this.turtle.enableBody = true; this.turtle.anchor.setTo(0.5); this.turtle.scale.setTo(0.2); this.turtle.body.allowGravity = false; this.turtle.body.immovable = true; this.controls = { left: this.input.keyboard.addKey(Phaser.Keyboard.LEFT), right: this.input.keyboard.addKey(Phaser.Keyboard.RIGHT), }; }, update:function(){ this.turtle.body.collideWorldBounds = true; this.turtle.body.velocity.x = 0; if (this.controls.left.isDown){ this.turtle.body.velocity.x = -200; } if (this.controls.right.isDown){ this.turtle.body.velocity.x = 200; } }, gameover:function(){ game.state.start('over'); }, Finish:function(){ game.state.start('win'); } }; My JSON file { "height":326, "layers":[ { "compression":"zlib", 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cngpUpBKVqUJVqlGdGtSkFrWpQ13qUZ8GNKQRjfmO4pSgJKUCvW3ktrSjPR3oSCc604WudKM7PehJL3oHzuovD2Agg2hKM5rTghGMZBSjGcNYxjGeCUxkEpOZwlSmMZ0ZzGRWoHeePJ8FLGQIQxnGcJazgpWsYjVrWMs61rOBjWziezazha1sYzs7Ar175L3sYz+LWcJSlnGUYxznBCf5gR\/5iVOc5gxn+Zlf+JVznOcCFwO9l+UrXOUaBznEYY5wh7vc4z4P+IOHPOJx4Lxn8nNe8BcvecVr\/uYf\/uUNb3nHe25wk1vcJmREd5vQhCEsXxGO8ESI+HlvFDkq0YhODGISi9jEIS7xiE8CEvLx0\/v39\/8QguSkICWpSM3XpCEt6QK9meTMZCEr2chODnKSi9zkIS\/5yE9ikpCUZBSlGN\/wLcUpQUlKUTrQW16uQEUqUZkqVKUa1alBTWpRmzoUpBCFKUIjGvMdTWhKM5rTgpa0ojVtaEs72gfeT2e5C13pRnd60JNe1KM+DWjIAAYyiMEMYSjDGM4IRjKK0YxhLOMCvZPkyUxhKtOYzgxm0oe+9KM\/81nAQhaxmCUsZRnLWcFKVrGaNawN9G6UN\/E9m9nCVraxndnMYS7z2Ms+9nOAgxziMEc4yjGOc4KT\/MCPgd4z8ll+5hd+5RznucBOdrGbPVzhKte4zg1ucovb3OEu97jPA\/7gIY94zBOe8ifPeM4L\/uIlr\/iN37nEZd7yjvd84OOnnyOSe0YIQhKK0IQhLF8RjvBEICKRiEwUohKN6MQgJn879x\/+5Q3xzRKQkEQkJglJSUZyUpCSVKTma9KQlnSkJwMZyURmspCVbGQnNnGISzzyko\/8FKAghShMEYpG+vxzLC6XoCSlKE0ZylKO8lSgIpWoTBVykovc5KEWtalD3UDHp0ejwKyp3IzmtKAlrWhNG9rSjvZ0oCOdqEZ1alCTHvSkF72\/0DsgMBsiD2UYwxnBSEYxmjGMZRzjmcBEutCVbnQPnDnrC73zA7PF8hKWsozlrGAlq1jNGtayjvVsYDJTmMq0wJk75J3\/Ndvj+V72sZ8DHOQQhznCUY5xnBOc5Ad+5CdOcZpNfM9mtgR6L8q\/8TuXuMwVrnKN69zgJre4zR3uco\/7POAPHvKIxzzhLD\/zC78Gel\/Lf\/MP\/\/KGt7zjPR\/4+GlPZPebEIQkFKEJQ1i+IhzhiUBE\/rTvGc95QXSzGMQkFrGJQ1ziEZ8EJCQRiUlCUpKRnBSRP3\/\/X8tpSEs60hOZKEQlGlnJRnZykJNc5CYPeclHfgpQkEIUpghFKRboLSGXpBSlKUNGMpGZLFSiMlWoSjWqU4Oa1KI2dahLPerTgIY0onGgt5ncnBa0pBXlKE8FKtKBjnSiM13oSje604Oe9KI3fehLP\/ozgIGB3qHyMIYzgpG0oS3taM94JjCRSUxmClOZxnRmMJNZzGYOc5nHfBawkEUsZglLWcZyVjCaMYxlHOtYzwY2Bt73p8dWs21sZwc72cVu9rCXfeznAAc5xGGOcJRjrGI1a1jLT5ziNGe+0HvO7DwXuMhv\/M4lLnOFq1zjOje4yS1uc4e7nOAkP\/Ajj3jME55+ofcvs5e84jV\/809g3Tv5PR\/4+Om1KO43IQhJKO6bP+APHhLeLAIRiRTlf3ujm8UgJrGITZzAugRyQhKRmCQkJRnJSUEYwvIV4UhLOtKTgYxkIjNZyEo2spODnOQK9OaT81OAghSiMEUoSjFSkZqvSUMpSlOGspSjPBWoSCUqU4WqVKN6oLe2XIe61KM+DWhIIxrzLcUpQUla0JJWtKYNbWlHezrQkU50pgtdA7095V70pg996Ud\/BjCQJjSlGc0ZzghGMorRjGEs4xjPBCYyiclMYSrTmM4MZjKL2cxhLvOYzwIGM4ShDGMZy1nBSlaxmjWsZR3r2cBGNvE9m9nCVraxnR3sZBe72cNe9rGIxSxhKUc4yjGOc4KT\/MCP\/MQpTnOGs\/zML\/zKOc5zgYv8xu9c4jJXuMoBDnKIw9zmDne5x30e8AcPecRjnvCUP3nGc17wFy95xWv+5h\/+5Q1vecd1bnCTW4SI6m4TitCEISxfEY7wUf\/3Tkcxi0o0ohODmMQiNnGISzzik4APuj7yf57\/h2QkJwUpSUVqviYNab\/Qm8ksM1nISjayk4Oc5CI3echLPhKRmCQkpQhFKcY3fEtxSlCSUl\/oLW9WgYpUojJVqEo1qlODmtSiNgUoSCEK05BGNOY7mtCUZjSnxRd625q1oz0d6EgnOtOFrnSjOz3oSV3qUZ8G9GcAAxnE4EDPcHkEIxnFaMYwlnGMZwITmcRkpjCVaUxnBr3pQ1\/6MY\/5LGAhiwK9y+TlrGAlq1jNGtayjvVsYCOb+J7NbGEr25jFbOYwlz3sZR\/7ORDoPSIf5RjHOcHJwJpT8mnOcJaf+YVfOcd5drCTXezmMle4yjWuB868Ld\/hLve4z4PAmsfyk8DsufyCv3jJRX7jdy7xhre84z0f+PjpjGjuGSEISShCE4aw0T7viCBHDMyiytGITgxeO\/Nv\/uFf4pnFJwEJSURikpCUZCQnBSlJRepARzo5fWCWWc5CVrIRi9jEIS55yEs+8lOAghSiMEUoSjG+4VuKU4KSlKI0ZQK9FeSKVKIyOchJLnJTk1rUpg51qUd9GtCQRjTmO5rQlGY0pwUtaUVr2tCWdrSnAx2pSjWqU4Pu9KAnvehNH\/rSj\/4MYCCDGMwQhjKM4YxgJKMYzRjGMo7xTKAzXehKN6YxnRnMZBazmcNc5jGfBSxkEYtZwlKWsZwVrGQVq1nDWtaxnklMZgpT2cJWtrGdHexkF7vZw172sZ8DHOQQhznCUY5xnBOc5Ad+5CdOsZFNfM\/mwHfhgnwxMLssX+Eq17jOjcCaO\/Jd7nGfB\/zBQx7xmDOc5Wd+Cex\/Jb8OzN7Ib3nHez7wMbAmZHT3m9CEISxfEY7wROCpPX\/yjOeB\/TG9Hiv657N4cnwSkJBEJA6sSS6nICWpSM3XpCEt6YhEZKIQNbA\/u5wjMMsj5yUf+SlAwcCaonIxvuFbilOCkpSiNBnISCYyB\/ZXkasGZjXlWtSmDnWpF1jTSG7MdzShKc1oTgtaUpZylKcC7elARzrRmS50pRvd6UFPetGbPvSlH\/0ZwEAGMZghDGUYwxlBa9rQlnaMYzwTmMgkJjOFqUxjOjOYySxmM4e5zGM+C1jIIhazhKUsYzmjGM0YxrKWdaxnAxvZxPdsZgtb2cZ2drCTXexmD3vZx34OcJBDHOYIR1nJKlazhh\/5iVOc5gxn+Zlf+JVznOcCF\/mN37nEZa5wlWtc5wY3ucVt7nCcE5zkBx7yiMc84Sl\/8oznvIj++Xfotfw3\/\/Avb3jLO97zgY+f9sTw5zchCMk9s\/s84A\/CmYUnAhGJRGSiEJVoMT7vjSXHJg5xiUd8EpCQRCQmCUlJRnJCE4awfEUa0pKO9GQgI5nITJZAbw45J7nITR7yko\/8FKAghShMEYqSklSk5mtKUorSlKEs5ShPBSoGeqvK1ahODWpSi9rUoS71qE8DGtKIb\/iW4pSgOS1oSSta04a2tKN9oLez3CUw6yH3pBe96UNf+tGfAXxHE5rSjGEMZwQjGcVoxjCWcYxnAhOZxORA73R5BjOZxWzmMJd5zGcQgxnCUJayjOWsYCWrWM0a1rKO9WxgI5sCvVvlbWxnBzvZxW72sJeFLGIxSzjMEY5yjOP\/deYPnv\/IT5ziNGc4G+g9J5\/nAhf5jd+5xGWusJ8DHOQQt7jNHe5yL3DmQ\/kRj3nCU\/7kGc95wV+85BWv+Zt\/+Jc3vOUa17nBTf4T090mJKEIHfPz3nByeCIQkUhEJgpRiUZ0YhCTWMQmDnGJR3ze6\/rAx08\/l5yUZCQnRaDz0yONWVrSkZ4MZCQTmclCVrKRnRzkJBe5yUNeEpKIxCShMEUoSjG+CXSXlEtRmjKUpRzlqUBFKlGZKlSlGtWpQU1qkZ8CFKQQDWhIIxrzHU1oSjOa04KWtKI1bWhLO9rTgY50ojNd6Eo3utODOtSlHvXpR38GMJBBDGYIQxnGcEYwklGMZgxjGcd4JjCRSUxmClOZxnR60Zs+9GUu85jPAhayiMUsYSnLWM4KVrKK1axhLetYzwY2sonv2cwWtjKTWcxmDrvZw172sZ8DHOQQhwOf93H5RGD2k3yK05zhLD\/zC79yju3sYCe7uMRlrnCVa1znBje5Fei4J98PzB7Jj3nCU\/7kGc95wV9c4CK\/8Tv\/8oa3vOM9H\/j46exY7neszztCy2ECs\/ByBCISichEISrRiM4r573mb\/4hrlk84pOAhCQiMUlIGuhIKacKzNLK6UhPBjKSicxkISsxiUVs4pCbPOQlH\/kpQEEKUZgiFKUY3\/AtxSlBSUpRmjKUpRzlqUBFKpGdHOQkFzWoSS1qU4e61KM+DWhIIxrzHU1oSjOa04KWtKI1bWhLO9rTgSpUpRrV6UZ3etCTXvSmD33pR38GMJBBDGYIQxnGcEYwklGMZgxjGcd4OtGZLnRlKtOYzgxmMovZzGEu85jPAhayiMUsYSnLWM4KVrKK1axhLeuYyCQmM4XNbGEr29jODnayi93sYS\/72M8BDnKIwxzhKMc4zglO8gM\/8hMb2Mgmvo\/1+ffyvHwhMLskXw7Mrss3uMktbnOHu9zjPg\/4g4c84jRnOMvPgfNeyq8Cs3\/lN4HZB\/njp1ls95sQhCQUoQlDWL4iHOF5Yv1T\/uRZ4LwYXo8Z+\/NZXDleYJZITkwSkpKM5KQgJalIzdekIS0RiURkogTOyyZnD8xyy3kCswJyQQpRmCIUpRjf8C3FKUFJSpGeDGQkExWoSCUqU4WqVKM6NahJLWpTh7rUoz4NaEgjGvMdTWhKM5rTgjKUpRzlaUd7O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  10. EDIT: I already solved the issues. About the html functions that phaser was unable to call using Firefox browser I change how to define them. Instead of: var changeFullScreen = function(){ actions(); } I changed for: function changeFullScreen (){ actions(); } Hello, I wanted to create a game that appears with its default size in desktop vesion (800x600). In mobile version should be seen in fullscreen and resized to the device resolution. It is defined: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL Canvas is inside a div and it is defined with one of the following classes: .desktop{ position:relative; } .mobile{ width:100%; height:100%; position:fixed; top:0px; left:0px; background-color: black; } Following the tutorial http://www.emanueleferonato.com/2015/04/23/how-to-lock-orientation-in-your-html5-responsive-game-using-phaser/ I setted in boot state the listeners to show a"turn around image", it hide o show the image of a div: this.game.scale.forceOrientation(true, false,); this.game.scale.enterIncorrectOrientation.add(this.handleIncorrect); this.game.scale.leaveIncorrectOrientation.add(this.handleCorrect); handleIncorrect = function(){ show_the_div_with_turn_image(); } handleCorrect = function(){ hide_the_div_with_turn_image(); } When the page is loaded , with a javascript I set the game with it screen configuration: window.onload = function(){ if( (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|lumia|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows (ce|phone)|xda|xiino|android|ipad|playbook|silk/i.test(navigator.userAgent||navigator.vendor||window.opera)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test((navigator.userAgent||navigator.vendor||window.opera).substr(0,4))) ){ define_the_class_of_the_div_for_mobile(); }else{ define_the_class_of_the_div_for_desktop(); } change_size_of_the_canvas_container_div(); } The game, on the top right position has a button for resizing the screen size. That button change the class of the canvas div. (.mobile or .desktop) so the canvas is streched depending the size of its div container. I checked the game and with my PC using Chrome it works delightfully. I can't say the same using Firefox. When I click the rize button it doesn't call the javascript function allocated in the html file: var fullScreen = function(){ add_the_resize_button_on_canvas(); //This next function is not called using Firefox! entrarPantallaCompleta(); } In the html there is: entrarPantallaCompleta = function (){ change_the_class_of_canvas_div() } The other problems I found are: - In android devices I can't not see the canvas. - In Windows Phone It show the "turn around screen image" when the page is charged with device in horizontal orientation. Also it doesn't load the game in full screen size. What I'm doing wrong? Thanks DNL
  11. Hello, I may not be able to solve my current dilemma, however I thought I might ask if anyone has had a similar issue and was able to resolve it. The problem I have is that I have an interface for an application in which I need to display color information through the GUI. So I have a pallatte, a color picker, and a simple mesh plane which I use to display the currently selected color by the user - and I do this by changing the material color value of the plane to represent any color the user has selected. This works great on my laptops or a single device, however, when the device resolution is different such as viewing on a mobile device, the position of the mesh plane is changed since the display of the plane object's position is relative to the resolution of the display in which it is rendered. So the result is that all of my GUI elements are always relatively the same in their position - relative to each other - so my GUI works and looks good on every device I've tested. But since I need to display an object as an element of my GUI which represents the current color the user has selected to draw with, this mesh object's position is different on most all mobile displays - since the display resolution is different on each device. I wouldn't begin to know how to lock the (X, Y) position of a scene mesh to the (X, Y) position of a GUI element or it's canvas, even though the camera is always in a fixed position. So unless someone in the BJS community has been able to do this, then I need to find a method to display the current color using either the CasterGUI or bGUI extensions - which I am using both for my application's interface. I had previously been doing this by displaying the textures from the color pallette using bGUI, but had to find another method to display the current color when I added a color picker using the CastorGUI extension, since the color picker allows any color value to be selected. I'm certain that Dad72 will take a look at this post, and I believe there is a solution using the CastorGUI extension, but not certain how to build this yet. What I require is a GUI element such as a rectangle which can change to display any RGB value. I think that CastorGUI can do this since I'm currently calling a color picker element which accurately displays the color from the color picker. But I haven't yet been able to dynamically change the color of a different GUI element. I hope this makes sense, and I appriciate anyone reading this who might try and help with my dilemma. Thank you, DB
  12. Hello Guys, Currently looking at utilising a nice little tool for converting Flash's Create JS Export for use in PIXI JS. What methods are there for displaying standard Pixi DisplayObjects in a Phaser Game? (suitable for constantly updating Pixi DisplayObjects)
  13. Hi all, I have a collection of five bee spritesheets and I have assigned them unique strings such as, 'bee1', 'bee2' etc. I randomly generate a character/bee at the start of each game by: // Randomly generate an integer and identify unique string var randomBee = 'bee'+ this.game.rnd.integerInRange(1,5); // Add sprite this.bee = this.game.add.sprite(100, 245, randomBee); HOWEVER, I wanted to display the characters name (top right): var beeName = getName(randomBeeKey); AND function getName(beeKey) { if(beeKey === "bee1") return "Boobee"; if(beeKey === "bee2") return "Digbee"; if(beeKey === "bee3") return "Feebee"; if(beeKey === "bee4") return "Abbee"; if(beeKey === "bee5") return "Newbee"; } I can't seem to get it working, any help would be appreciated! Here's my code if I'm not making sense: http://pastebin.com/dGpW5ezw
  14. I have two images that I want to display, but there's some error. I'm just getting green boxes in place of the images. I checked the paths. They are correct. What might be the issue? I have attached a screenshot. You can view the screenshot of the console here : https://www.dropbox.com/s/1puzi0mci2m1535/Capture.PNG?dl=0 My JS code: var GameState = { preload: function() { this.add.image('bg','Assets/Images/stormy-sky.png'); this.add.image('sea','Assets/Images/sea.png'); this.add.image('ship','Assets/Images/Ship.png'); }, create: function() { this.background = this.game.add.sprite(0,0,'bg'); this.sea = this.game.add.sprite(0,300,'sea'); }, update: function() { }};var game = new Phaser.Game(640,360,Phaser.AUTO);game.state.add('GameState',GameState);game.state.start('GameState');
  15. Hey all, As I develop my games in html5, I often notice that browser games feel different than downloadable games. This is simply because of the nature of web browsers; they are not specifically meant to showcase games. Because of this, I often find even myself clicking on other tabs as I play my game; kinda going in and out of the gaming experience. I don't really want my game to be displayed in a normal browser window for these reasons. Is there any way that I can make my game downloadable and have a file that opens a window which only contains the canvas? Thanks!
  16. Since the mask is just setter property, can multiple display objects be masked by a single graphics object? In the future, would display object be able to have multiple different masks? Thanks for your response.