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Found 638 results

  1. [WIP] Xmas gifts

    Hi everyone, I had an idea for a html5 game, where Santa Claus has a task to gather proper gifts for kids. For example, 8yr old Robert will smile in the topright corner, if he gets a Millenium Falcon for Christmas, but will be sad if he gets a babydoll. Each kid requires five gifts in the cart. Everybody loves chocolate. Santa Claus should not touch bomb. The game is in development phase, but I can finish it in 3-4days. Take a look at the game here: https://xmas-gifts.000webhostapp.com/sc/ press STARTGAME My question is that what are your opinions about the game. And I also would be thankful If you could tell me how can I convert this game into dollars. Maybe it is good for companies to promote their toys for Christmas, but no idea yet where to start to get in contact with them. Thanks for any answers. Peter Kovacs
  2. Hi, and nice to meet you! I'm IƱigo del Valle "Ietsu", a music composer for videogames with a 5 years experience. My style is classical-cinematic, but I can adapt it for anything. I already worked for some indie games, and I am looking forward for more! If you want to listen some of my tracks, check out my portfolio: https://soundcloud.com/ietsu. I usually charge 50$ per minute of music, and 25$ for each additional minute in the same track. You can check the full disclosure of my rates here: Track revision is always free (as long as it's reasonable!). If you want a dedicated musician for your project, no matter what it is, contact me! (Email address in the image linked above). Thank you and have a good day
  3. Hi, guys. I selling my html5 games templates: 1. Tap 10 Sec - HTML5 Game + Mobile Version! (Construct-2 CAPX) https://codecanyon.net/item/tap-10-sec-html5-game-mobile-version-construct2-capx/20912414 2. Retro Speed - HTML5 Game + Mobile Version! (Construct-2 CAPX) https://codecanyon.net/item/retro-speed-html5-game-mobile-version-construct2-capx/20912153 3. Save Rocket - HTML5 Game + Mobile Version! (Construct-2 CAPX) https://codecanyon.net/item/save-rocket-html5-game-mobile-version-construct2-capx/20907420
  4. [Phaser]Bubble Shooter

    One simple bubble shooter with my favorite framework - phaser. I've tried to make it as simple as possible. Link to play: Bubble Shooter Game Link to Android Play: Bubble Shooter Android
  5. Hello everyone, I want to present you my game, "Space Friends - Shooter Game". Gameplay preview on youtube: https://www.youtube.com/watch?v=ddoqS2Re21g Play the game online now: https://showcase.odiusfly.com/spacefriendsshooter Available on google play store: https://play.google.com/store/apps/details?id=com.odiusflystudio.spacefriendsshooter More games available on my website: https://odiusfly.com This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  6. Hi everyone im currently making a game for my project and i am a newbie to phaser and i really strugling to learn it. Can someone assist me or help me to build my game? i really appreciate it please.
  7. Collision on map to open Battle

    Hi Phaser community, I'm new to game development and found the source of the game PixelQuest on CodeCanyon. What i would like to do in this game is to add a battle functionality like the one of Pokemon, so on random grass spots there should pop-up a 'battle screen' with an opponent and my own 'pokemon' Hope that someone can help me in the right direction :-) Kind Regards, Mugaru
  8. Hi! I have for the past year been working on a 2d platform web game. The code is written in Javascript/HTML5 without using any other libraries. I now have just about 10 % left of the game, but I don't have much experience in how I can launch and distribute the game in a good way. How do you do it when you have finshed a game that you want many people to play? For example some things I have been wondering about: If a game is written in HTML5, can it then be distributed on Steam? Is there any easy way to convert the JS-code into an executable file that can be downloaded, and in that way protect the code in case I would like to sell the game.
  9. Here is one beautiful chrome extension https://chrome.google.com/webstore/detail/webrtc-desktop-sharing/nkemblooioekjnpfekmjhpgkackcajhg which allow you to stream your desktop full screeen (or browser fullscreen with f11 to your mobile. Expecially if you enable VR camera in desktop game in chrome browser and want to stream this to your mobile for your VR gear. And you don't need VR extra bloototh convroller because you can play your game with your keyboard+mouse of Desktop PC and get mirror of your desktop chrome to your mobile browser for your VR gear. Even your friends can watch your chat room with password you give them in URL. No extra coding just reuse chrome RTC extension. Mobile browser (chrome,firefox,opera) are receiver of your desktop PC chrome browser (game with VR camera). Greetings Ian
  10. Game Artist Needed

    Hey guys, I'm working on a game for mobile I have finished the prototype but with no art. Art assets needed: character running, cop running and coins. my email: msal4@outlook.com
  11. SVG and audio [SOLVED]

    Hi there, I'm looking for a way to display audio with an SVG file withe a web browser. And I don't know how to do so. I found a thread on StackOverflow but I can't comment it, so I started a new thread. So, this webpage seems to be working with this code: <svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:html="http://www.w3.org/1999/xhtml" viewBox="0 0 1600 1000"> <defs> <style> :root { background: black } text { fill: white; font: 60px sans-serif; font-weight: 900; text-anchor: middle; pointer-events: none } #about { pointer-events: visiblePainted; } a { fill: #4096EE; } a:hover { text-decoration: underline; } .button:hover { filter: url(#huerot80) } .button:active { filter: url(#huerot50) } #about { font-size: 12px } </style> <filter id="ds"> <feGaussianBlur in="SourceAlpha" stdDeviation="3"/> <feOffset dx="2" dy="2"/> <feComposite in="SourceGraphic" operator="over"/> </filter> <filter id="huerot80" x="0" y="0" width="1" height="1"> <feColorMatrix type="hueRotate" values="80"/> </filter> <filter id="huerot50" x="0" y="0" width="1" height="1"> <feColorMatrix type="hueRotate" values="50"/> </filter> <linearGradient id="stops"> <stop style="stop-color:#4096EE;stop-opacity:1" offset="0"/> <stop style="stop-color:#4096EE;stop-opacity:0" offset="1"/> </linearGradient> <linearGradient x1="0" y1="0" x2="0" y2="-1.5" id="fill" xlink:href="#stops" spreadMethod="reflect"/> <linearGradient x1="0" y1="0" x2="0" y2="-1.5" id="stroke" xlink:href="#stops" spreadMethod="reflect" gradientTransform="scale(1 -1)"/> <script> function $(sel) { return document.querySelector(sel); } </script> <audio xmlns="http://www.w3.org/1999/xhtml"> <source src="media/bubbles.ogg" type="audio/ogg"/> <source src="media/bubbles.mp3" type="audio/mpeg"/> <source src="media/bubbles.wav" type="audio/x-wav"/> </audio> </defs> <g class="button" transform="translate(600, 200)"> <rect width="400" height="86" rx="16" fill="url(#fill)" stroke="url(#stroke)" onclick="try { $('audio').currentTime=0; } catch(e) {} $('audio').play()"/> <text x="200" y="65" filter="url(#ds)">Click me</text> </g> <g class="button" transform="translate(600, 300)"> <rect width="400" height="86" rx="16" fill="url(#fill)" stroke="url(#stroke)" onmouseover="$('audio').play(); $('audio').loop=true;" onmouseout="$('audio').pause(); try { $('audio').currentTime=0; } catch(e) {} $('audio').loop=false;"/> <text x="200" y="65" filter="url(#ds)">Hover me</text> </g> <text id="about" x="50%" y="50%">This example uses HTML5 audio together with SVG. <a xlink:href="http://soundbible.com/1137-Bubbles.html">Bubbles sound effect</a> recorded by Mike Koenig (<a xlink:href="http://creativecommons.org/licenses/by/3.0/">CC-By</a>). </text> </svg> And when I try to copy/paste it and try it to understand how it works and how to modify it, i get a problem: When I try to trigger the audio (with the click or the hover): TypeError: $(...).play is not a function[En savoir plus] test.html:1:1 TypeError: $(...).pause is not a function[En savoir plus] I tried several things but I couldn't solve this problem and display audio with my web browser (firefox and chromium). Thank's for your help ^^ If you know an other light way to play audio with an SVG file I'm also ready to hear it ^^ Cheers
  12. Flappy Rock, My first game in phaser:)

    Play the game
  13. Hi, My name is Bilge Kaan. I've been making HTML5 Games since 2013. You can check my portfolio here: http://td2tl.com Thank you, Bilge Kaan
  14. Phaser simple Game lags on mobile

    Hi, I am new to phaser as well as game designing. I created my first game as hobby using phaser. it is working fine in desktop but lags very bad on mobile devices. Images I am using for game is very small. game is smaller that 2mb. I am attaching my main.js file hope someone can help me. thanks var buttetSpwanSpeed; var bulletSpeed; var enemySpwanSpeed; var enemySpeed; var golis; var enemies; var enemyLoop; var scoreText; var powers; var bulletSize; setStart(); //game phaser var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.WebGL,""); var BootState={ //loding accets preload: function(){ this.load.image('LodingScreen', 'assets/desimulga.png'); this.load.image('background', 'assets/blue.png'); }, create: function(){ game.state.start("LoadingState"); }, }; var LoadingState={ //loding acc preload: function(){ bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; LodingScreen=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY,'LodingScreen'); LodingScreen.anchor.setTo(0.5); LodingScreen.scale.setTo(0.5,0.5); this.load.image('spaceship', 'assets/player.png'); this.load.image('goli', 'assets/bullet.png'); //load ememies this.load.image('enemy1', 'assets/enemies/enemy1.png'); this.load.image('enemy2', 'assets/enemies/enemy2.png'); this.load.image('enemy3', 'assets/enemies/enemy3.png'); this.load.image('enemy4', 'assets/enemies/enemy4.png'); this.load.image('enemy5', 'assets/enemies/enemy5.png'); this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4); this.load.image('restart', 'assets/restart.png'); this.load.spritesheet('blast', 'assets/explosion.png',400,400,8); game.load.audio('fire', 'assets/music/bullet.mp3'); game.load.audio('killed', 'assets/music/killed.mp3'); //game.load.audio('bg_music', 'assets/music/background.mp3'); game.load.audio('death_music', 'assets/music/death.mp3'); game.load.audio('start_music', 'assets/music/start.mp3'); }, create: function(){ game.time.events.add(Phaser.Timer.SECOND * 2, function(){ bg.kill(); LodingScreen.kill(); game.state.start("PreGameState"); },this); }, }; var PreGameState={ //loding accets create: function(){ game.scale.refresh(); bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; Startb=this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' }); Startb.anchor.setTo(0.5); Startb.scale.setTo(0.5,0.5); ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.4,'spaceship'); ship.scale.setTo(0.4); ship.anchor.setTo(0.5); game.physics.arcade.enable(ship); bg.inputEnabled=true; start_music = game.add.audio('start_music'); start_music.allowMultiple = true; start_music.addMarker('start_music', 0, 30); bg.events.onInputDown.add(function(){ bg.inputEnabled=false; Startb.kill(); start_music.play("start_music"); // game.physics.arcade.moveToXY(ship, this.game.world.centerX, this.game.world.height*0.8, 300, 3000); // game.add.tween(ship).to( { y: game.world.height*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true); var tween = game.add.tween(ship).to({ x: [this.game.world.centerX, this.game.world.width*0, this.game.world.width, this.game.world.centerX], y: [this.game.world.height*0.4, this.game.world.height*0.5, this.game.world.height*0.6, this.game.world.height*0.8], }, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){ return Phaser.Math.bezierInterpolation(v, k); }); game.time.events.add(Phaser.Timer.SECOND * 2, function() { bg.kill(); ship.kill(); game.state.start("GameState"); } ,this); }, this); }, }; var GameState={ //loding accets preload: function(){ }, create: function(){ //background this.background=this.game.add.tileSprite(0,0,600,300,'background'); this.background.height = game.height; this.background.width = game.width; this.background.inputEnabled=true; this.background.input.enableDrag(true); this.background.input.startDrag = function(pointer) { pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y); Phaser.InputHandler.prototype.startDrag.call(this, pointer); }; this.background.input.updateDrag = function(pointer) { GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x; GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y; GameState.background.x=0; GameState.background.y=0; }; //ship this.ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.8,'spaceship'); this.ship.scale.setTo(0.4); this.ship.anchor.setTo(0.5); game.physics.arcade.enable(this.ship); // this.ship.inputEnabled=true; // this.ship.input.enableDrag(true); //score this.scoreText = this.game.add.text(16, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' }); //background Music // music = game.add.audio('bg_music'); //music.play('', 0, 1, true); //bullet sound bullet_sound = game.add.audio('fire'); bullet_sound.allowMultiple = true; bullet_sound.volume=0.5; bullet_sound.addMarker('fire', 0, 0.5); //Killed sound killed_sound = game.add.audio('killed'); killed_sound.allowMultiple = true; killed_sound.addMarker('killed', 0, 0.5); //death music death_music = game.add.audio('death_music'); death_music.allowMultiple = true; death_music.addMarker('death_music', 0, 10); //groups of bullets and enemies golis=game.add.group(); enemies=game.add.group(); powers=game.add.group(); //fire bullet loop fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); //this.game.input.onTap.add(fireBullet, this); //create ememy loop enemyLoop=game.time.events.loop(Phaser.Timer.SECOND*1/enemySpwanSpeed, createEnemy, this); //change ememy speed and enemy spwan speed loop enemySpeedLoop=game.time.events.loop(Phaser.Timer.SECOND*1.5, changeEnemySpeed, this); //give powerup powerUp=game.time.events.loop(Phaser.Timer.SECOND*20, powerFun, this); }, update: function(){ //scrolling background this.background.tilePosition.y+=2; //keybord control if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { this.ship.y-=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { this.ship.y+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { this.ship.x+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { this.ship.x-=2; } //dont go out if(this.ship.y<0+this.ship.height/2) { this.ship.y=0+this.ship.height/2; } if(this.ship.y>this.game.world.height-this.ship.height/2) { this.ship.y=this.game.world.height-this.ship.height/2; } if(this.ship.x<0+this.ship.width/2) { this.ship.x=0+this.ship.width/2; } if(this.ship.x>this.game.world.width-this.ship.width/2) { this.ship.x=this.game.world.width-this.ship.width/2; } //check for collisions game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this); game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this); game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this); }, }; //setting start game conditions function setStart(){ buttetSpwanSpeed=2; bulletSpeed=2000; enemySpwanSpeed=1; enemySpeed=300; score=0; bulletSize=1.2 } //fire bullet function function fireBullet(){ goli=this.game.add.sprite(this.ship.x,this.ship.y-this.ship.height/2,'goli'); goli.anchor.setTo(0.5); goli.scale.setTo(bulletSize,1); goli.checkWorldBounds = true; goli.outOfBoundsKill = true; //adding to group golis.add(goli); game.world.moveDown(goli); game.physics.arcade.enable(goli); goli.body.collisonWorldBounds=true; goli.body.velocity.y=-bulletSpeed; bullet_sound.play("fire"); } //create enemy function function createEnemy(){ enemyNo=game.rnd.integerInRange(1, 5); x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); enemy=this.game.add.sprite(x1,10,'enemy'+enemyNo); enemy.anchor.setTo(0.5); enemy.scale.setTo(0.4); enemy.checkWorldBounds = true; enemies.add(enemy); enemy.outOfBoundsKill = true; game.physics.arcade.enable(enemy); enemy.body.collisonWorldBounds=true; enemy.angle=90; enemy.no=enemyNo; //moving enemy angleRedian=game.physics.arcade.moveToXY(enemy, x2, this.game.world.height+enemy.height, enemySpeed,0); angleDegree=angleRedian*57.2958; enemy.angle=90+angleDegree; } //runs when bullet collide to enemy function b_e_collide(goli,enemy){ //blast blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',30,false,true); //killing goli.kill(); enemy.kill(); //update scores if(enemy.no<4) { score+=1; killed_sound.play('killed'); } this.scoreText.text = 'Kills: ' + score; } //runs when ship collide to enemy function s_e_collide(ship,enemy){ blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',10,false,true); ship.kill(); enemy.kill(); //music.stop(); this.scoreText.kill(); death_music.play("death_music"); game.time.events.remove(fireLoop); game.time.events.add(Phaser.Timer.SECOND * 2, function() { fianlScore = this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' }); fianlScore.anchor.setTo(0.5); gameOverText = this.game.add.text(this.game.world.centerX,this.game.world.centerY - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' }); gameOverText.anchor.setTo(0.5); //restart button restart=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY + fianlScore.height+10,'restart'); restart.anchor.setTo(0.5); restart.scale.setTo(0.05,0.05); restart.inputEnabled = true; restart.events.onInputDown.add(restartGame, this); game.time.events.stop(); }, this); } //runs when ship collide power1 function s_power1_collide(ship,power){ power.kill(); game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/10, fireBullet, this); game.time.events.add(Phaser.Timer.SECOND * 10, function(){ game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); },this); } function changeEnemySpeed() { if(enemySpeed<=900) { enemySpeed+=5; } if(enemySpwanSpeed<=3) { enemySpwanSpeed+=0.025; } enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed; } //send power up function powerFun() { x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); power=this.game.add.sprite(x1,10,'power1'); power.anchor.setTo(0.5); var shine=power.animations.add('shine'); power.animations.play('shine',5,true,true); power.checkWorldBounds = true; power.outOfBoundsKill = true; powers.add(power); game.physics.arcade.enable(power); power.body.collisonWorldBounds=true; game.physics.arcade.moveToXY(power, x2, this.game.world.height+power.height, 400,0); powerDelay=game.rnd.integerInRange(20,35); powerUp.delay=Phaser.Timer.SECOND*powerDelay; } function restartGame(){ setStart(); game.time.events.start(); game.state.start("PreGameState"); } game.state.add("GameState",GameState); game.state.add("BootState",BootState); game.state.add("LoadingState",LoadingState); game.state.add("PreGameState",PreGameState); game.state.start("BootState"); main.js
  15. Phaser Game Lag In Mobile

    Hi, I am new to phaser as well as game designing. I created my first game as hobby using phaser. it is working fine in desktop but lags very bad on mobile devices. Images I am using for game is very small. game is smaller that 2mb. I am attaching my main.js file hope someone can help me. thanks var buttetSpwanSpeed; var bulletSpeed; var enemySpwanSpeed; var enemySpeed; var golis; var enemies; var enemyLoop; var scoreText; var powers; var bulletSize; setStart(); //game phaser var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.CANVAS,"gamearea"); var BootState={ //loding accets preload: function(){ this.load.image('LodingScreen', 'assets/desimulga.png'); this.load.image('background', 'assets/blue.png'); }, create: function(){ game.state.start("LoadingState"); }, }; var LoadingState={ //loding acc preload: function(){ bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; LodingScreen=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY,'LodingScreen'); LodingScreen.anchor.setTo(0.5); LodingScreen.scale.setTo(0.5,0.5); this.load.image('spaceship', 'assets/player.png'); this.load.image('goli', 'assets/bullet.png'); //load ememies this.load.image('enemy1', 'assets/enemies/enemy1.png'); this.load.image('enemy2', 'assets/enemies/enemy2.png'); this.load.image('enemy3', 'assets/enemies/enemy3.png'); this.load.image('enemy4', 'assets/enemies/enemy4.png'); this.load.image('enemy5', 'assets/enemies/enemy5.png'); this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4); this.load.image('restart', 'assets/restart.png'); this.load.spritesheet('blast', 'assets/explosion.png',400,400,8); game.load.audio('fire', 'assets/music/bullet.mp3'); game.load.audio('killed', 'assets/music/killed.mp3'); //game.load.audio('bg_music', 'assets/music/background.mp3'); game.load.audio('death_music', 'assets/music/death.mp3'); game.load.audio('start_music', 'assets/music/start.mp3'); }, create: function(){ game.time.events.add(Phaser.Timer.SECOND * 2, function(){ bg.kill(); LodingScreen.kill(); game.state.start("PreGameState"); },this); }, }; var PreGameState={ //loding accets create: function(){ game.scale.refresh(); bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; Startb=this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' }); Startb.anchor.setTo(0.5); Startb.scale.setTo(0.5,0.5); ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.4,'spaceship'); ship.scale.setTo(0.4); ship.anchor.setTo(0.5); game.physics.arcade.enable(ship); bg.inputEnabled=true; start_music = game.add.audio('start_music'); start_music.allowMultiple = true; start_music.addMarker('start_music', 0, 30); bg.events.onInputDown.add(function(){ bg.inputEnabled=false; Startb.kill(); start_music.play("start_music"); // game.physics.arcade.moveToXY(ship, this.game.world.centerX, this.game.world.height*0.8, 300, 3000); // game.add.tween(ship).to( { y: game.world.height*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true); var tween = game.add.tween(ship).to({ x: [this.game.world.centerX, this.game.world.width*0, this.game.world.width, this.game.world.centerX], y: [this.game.world.height*0.4, this.game.world.height*0.5, this.game.world.height*0.6, this.game.world.height*0.8], }, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){ return Phaser.Math.bezierInterpolation(v, k); }); game.time.events.add(Phaser.Timer.SECOND * 2, function() { bg.kill(); ship.kill(); game.state.start("GameState"); } ,this); }, this); }, }; var GameState={ //loding accets preload: function(){ }, create: function(){ //background this.background=this.game.add.tileSprite(0,0,600,300,'background'); this.background.height = game.height; this.background.width = game.width; this.background.inputEnabled=true; this.background.input.enableDrag(true); this.background.input.startDrag = function(pointer) { pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y); Phaser.InputHandler.prototype.startDrag.call(this, pointer); }; this.background.input.updateDrag = function(pointer) { GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x; GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y; GameState.background.x=0; GameState.background.y=0; }; //ship this.ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.8,'spaceship'); this.ship.scale.setTo(0.4); this.ship.anchor.setTo(0.5); game.physics.arcade.enable(this.ship); // this.ship.inputEnabled=true; // this.ship.input.enableDrag(true); //score this.scoreText = this.game.add.text(16, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' }); //background Music // music = game.add.audio('bg_music'); //music.play('', 0, 1, true); //bullet sound bullet_sound = game.add.audio('fire'); bullet_sound.allowMultiple = true; bullet_sound.volume=0.5; bullet_sound.addMarker('fire', 0, 0.5); //Killed sound killed_sound = game.add.audio('killed'); killed_sound.allowMultiple = true; killed_sound.addMarker('killed', 0, 0.5); //death music death_music = game.add.audio('death_music'); death_music.allowMultiple = true; death_music.addMarker('death_music', 0, 10); //groups of bullets and enemies golis=game.add.group(); enemies=game.add.group(); powers=game.add.group(); //fire bullet loop fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); //this.game.input.onTap.add(fireBullet, this); //create ememy loop enemyLoop=game.time.events.loop(Phaser.Timer.SECOND*1/enemySpwanSpeed, createEnemy, this); //change ememy speed and enemy spwan speed loop enemySpeedLoop=game.time.events.loop(Phaser.Timer.SECOND*1.5, changeEnemySpeed, this); //give powerup powerUp=game.time.events.loop(Phaser.Timer.SECOND*20, powerFun, this); }, update: function(){ //scrolling background this.background.tilePosition.y+=2; //keybord control if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { this.ship.y-=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { this.ship.y+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { this.ship.x+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { this.ship.x-=2; } //dont go out if(this.ship.y<0+this.ship.height/2) { this.ship.y=0+this.ship.height/2; } if(this.ship.y>this.game.world.height-this.ship.height/2) { this.ship.y=this.game.world.height-this.ship.height/2; } if(this.ship.x<0+this.ship.width/2) { this.ship.x=0+this.ship.width/2; } if(this.ship.x>this.game.world.width-this.ship.width/2) { this.ship.x=this.game.world.width-this.ship.width/2; } //check for collisions game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this); game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this); game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this); }, }; //setting start game conditions function setStart(){ buttetSpwanSpeed=2; bulletSpeed=2000; enemySpwanSpeed=1; enemySpeed=300; score=0; bulletSize=1.2 } //fire bullet function function fireBullet(){ goli=this.game.add.sprite(this.ship.x,this.ship.y-this.ship.height/2,'goli'); goli.anchor.setTo(0.5); goli.scale.setTo(bulletSize,1); goli.checkWorldBounds = true; goli.outOfBoundsKill = true; //adding to group golis.add(goli); game.world.moveDown(goli); game.physics.arcade.enable(goli); goli.body.collisonWorldBounds=true; goli.body.velocity.y=-bulletSpeed; bullet_sound.play("fire"); } //create enemy function function createEnemy(){ enemyNo=game.rnd.integerInRange(1, 5); x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); enemy=this.game.add.sprite(x1,10,'enemy'+enemyNo); enemy.anchor.setTo(0.5); enemy.scale.setTo(0.4); enemy.checkWorldBounds = true; enemies.add(enemy); enemy.outOfBoundsKill = true; game.physics.arcade.enable(enemy); enemy.body.collisonWorldBounds=true; enemy.angle=90; enemy.no=enemyNo; //moving enemy angleRedian=game.physics.arcade.moveToXY(enemy, x2, this.game.world.height+enemy.height, enemySpeed,0); angleDegree=angleRedian*57.2958; enemy.angle=90+angleDegree; } //runs when bullet collide to enemy function b_e_collide(goli,enemy){ //blast blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',30,false,true); //killing goli.kill(); enemy.kill(); //update scores if(enemy.no<4) { score+=1; killed_sound.play('killed'); } this.scoreText.text = 'Kills: ' + score; } //runs when ship collide to enemy function s_e_collide(ship,enemy){ blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',10,false,true); ship.kill(); enemy.kill(); //music.stop(); this.scoreText.kill(); death_music.play("death_music"); game.time.events.remove(fireLoop); game.time.events.add(Phaser.Timer.SECOND * 2, function() { fianlScore = this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' }); fianlScore.anchor.setTo(0.5); gameOverText = this.game.add.text(this.game.world.centerX,this.game.world.centerY - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' }); gameOverText.anchor.setTo(0.5); //restart button restart=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY + fianlScore.height+10,'restart'); restart.anchor.setTo(0.5); restart.scale.setTo(0.05,0.05); restart.inputEnabled = true; restart.events.onInputDown.add(restartGame, this); game.time.events.stop(); }, this); } //runs when ship collide power1 function s_power1_collide(ship,power){ power.kill(); game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/10, fireBullet, this); game.time.events.add(Phaser.Timer.SECOND * 10, function(){ game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); },this); } function changeEnemySpeed() { if(enemySpeed<=900) { enemySpeed+=5; } if(enemySpwanSpeed<=3) { enemySpwanSpeed+=0.025; } enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed; } //send power up function powerFun() { x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); power=this.game.add.sprite(x1,10,'power1'); power.anchor.setTo(0.5); var shine=power.animations.add('shine'); power.animations.play('shine',5,true,true); power.checkWorldBounds = true; power.outOfBoundsKill = true; powers.add(power); game.physics.arcade.enable(power); power.body.collisonWorldBounds=true; game.physics.arcade.moveToXY(power, x2, this.game.world.height+power.height, 400,0); powerDelay=game.rnd.integerInRange(20,35); powerUp.delay=Phaser.Timer.SECOND*powerDelay; } function restartGame(){ setStart(); game.time.events.start(); game.state.start("PreGameState"); } game.state.add("GameState",GameState); game.state.add("BootState",BootState); game.state.add("LoadingState",LoadingState); game.state.add("PreGameState",PreGameState); game.state.start("BootState"); main.js
  16. Wedding Run (open source)

    Hi All! Intro As a front-end developer it was a MUST to create an online HTML5 game for our wedding website I've recently discovered Phaser and I was amazed by the things you can achive with it. The Phaser community is just awesome, I've got a lot of help from forums, examples and tutorials I've found during the development. I would like to give something back to the community. That's one of the reasons I've published the source code of the game. The game Wedding Run is an endless 2D platform game. You can play either with the groom or with the bride. The long as you will survive the more points you can achieve. Killing bunnies and collecting coins can raise your score! Have phun! Try it Try it online at http://www.zsondre.hu/wd/ Check out the source code at https://github.com/aendre/wedding-run
  17. I am making a rpg that will have skills with complex movement like if I use my A skill my player will jump and then dash diagonally back to the ground. My problem is not knowing how to achieve this. I tried with making it move to the sky first and then coming back down but they combine and make him only move diagonally. My guess is using timers for it but I don't know where to start. Any help would be appreciates, even if it's not code, just a step by step on how can I accomplish this, I can figure something out later.
  18. I'm developing a simple game application using BabylonJS engine where I want to move the body parts of a human 3D avatar by using UI controllers. The application runs smoothly on the computer. Then I created an IOS application using phonegap and tried to run it on an Ipad. But it is really slow when it run on the mobile environment. Is there any mechanism to optimize the game to support the mobile environment other than reducing the quality of the 3D model.
  19. Alien Invasion

    Hello everyone I'm creating a new game and I have the basics working. It would be really nice to hear what you think. The game is still under construction but you should be able to play the first level of each mission I am working on the next levels. It is still under construction but i hope to be able to create a fully working version. here is the link: https://sharesoft.nl/phaser/alienInvasion.php?language=en
  20. Hi Guys, Recently I was working on a tanks' battle simulator. It is strongly inspired by Robocode. In short, you program artificial intelligence of your tank and test it during the battle. Of course, you will need JavaScript skills to do that Please give it a try and let me know what do you think. All feedback is welcome http://jsbattle.jamro.net/
  21. Hello comrades, I'm new to phaser and I can't seem to create new objects to the group "capetinhas", even though I can load the sprite through game.add.sprite. Here's the code: var game = new Phaser.Game(448, 448, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload () { game.load.image('tabuleiro','assets/tabuleiro.png') game.load.spritesheet('devil','assets/devil.png',32,32); var capetinhas; } function create (){ capetinhas = game.add.group(); game.add.sprite(window.width,0,'tabuleiro');//loading the background game.add.sprite(128,128,'devil'); // this works capetinhas.create(32,32,'devil'); // this doesnt } function update (){ } Any helpe would be really apreciated. Thanks in advance.
  22. I am trying to make a gate that opens when you click on it, and rotate it 90 degrees. I have accomplished this much, but how do I make it go back to it's original position once I click on it again? For instance: *clicks on gate, gate opens, 90 degrees.* *clicks on gate again, gate closes, -90 degrees from the 90 degrees that it went on previous click* Any help would be appreciated! html: <!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Simple Canvas Game</title> <style> html { background: black } canvas { margin: auto; } </style> </head> <body> <script src="phaser.js"></script> <script src="game.js"></script> </body> </html> game.js var game = new Phaser.Game(550, 540, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.crossOrigin = 'anonymous'; game.load.image('gateopen', 'fenceleft.png'); } var sprite function clickSprite() { console.log("clickSprite"); sprite.angle += 90; } function clickGame() { console.log("clickGame"); } function create() { sprite = game.add.sprite(100, 100, 'gateopen'); sprite.anchor = {x: 1, y: 1} game.inputEnabled = true; sprite.inputEnabled = true; sprite.events.onInputDown.add(clickSprite) game.input.onDown.add(clickGame); } function update() { } function render() { game.debug.bodyInfo(sprite, 32, 32); game.debug.body(sprite); }
  23. Hi, I am trying to make a simple game and have been running into many problems. The problem I am facing now is that I cannot fix this error in my javascript. It says that it cannot read the 'setSize' property on my 'player' sprite, but it works perfectly fine on my other sprites. Next it says that it cannot read the 'velocity' property of the 'player' sprite, but when I comment out the 'setSize' property it works. I just cannot figure out what is wrong, have I misspelled something? I cannot seem to find the problem, so any help would be appreciated. Btw, it worked yesterday, but when I loaded it up today it was no longer working... Html: <!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Simple Canvas Game</title> <link href="https://fonts.googleapis.com/css?family=Syncopate:700" rel="stylesheet"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <style> html { background: black } canvas { margin: auto; } h1 { font-family: 'Syncopate', sans-serif; color: rgb(194, 68, 91); text-align: center; margin: 0 auto; font-size: 25px; } h2 { color: white; font-size: 8px; font-family: 'Syncopate', sans-serif; } </style> </head> <body> <header> <h1>Crafty Heroes</h1> </header> <footer> <h2>&copy; SoulesteDesigns 2017</h2> </footer> <script src="phaser.js"></script> <script src="game.js"></script> </body> </html> game.js: // VARIABLES // variables for static objects var walls; var house; var gate; var gate2; // variables for character var cursors; var player; var left; var right; var up; var down; var game = new Phaser.Game(550, 540, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); // ADD HOUSES function addHouse(image) { house = game.add.physicsGroup(); house.create(-250, -240, 'greenhouse'); house.setAll('body.immovable', true); } // ADD FENCES OR WALLS 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(5, 59, 'fencefront'); walls.create(100, 59, 'fencefront'); walls.create(195, 59, 'fencefront'); // fences to left walls.create(-91, -200, 'fenceleft'); walls.create(-91, -135, 'fenceleft'); // set the walls to be static walls.setAll('body.immovable', true); } // PRELOAD IMAGES FOR ITEMS, 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'); // fence that has adjusted hit boundary game.load.image('gate', 'fenceleft.png'); game.load.image('gate2', 'fencefront.png'); // preload ground game.load.image('ground', 'tiles2.png'); } // ADD THINGS TO GAME function create() { // set area that the player may travel to game.world.setBounds(-250, -250, 550, 550); // set background color game.stage.backgroundColor = ('#3c6f42'); gate = game.add.physicsGroup(); game.physics.startSystem(Phaser.Physics.ARCADE); gate = game.add.sprite(-91, -70, 'gate'); gate.name = 'gate'; game.physics.enable([gate], Phaser.Physics.ARCADE); // This adjusts the collision body size to be a 100x50 box. // 50, 25 is the X and Y offset of the newly sized box. gate.body.setSize(15, 90, -2, 3); gate.body.immovable = true; gate2 = game.add.physicsGroup(); game.physics.startSystem(Phaser.Physics.ARCADE); gate2 = game.add.sprite(-90, 59, 'gate2'); gate2.name = 'gate2'; game.physics.enable([gate2], Phaser.Physics.ARCADE); // This adjusts the collision body size to be a 100x50 box. // 50, 25 is the X and Y offset of the newly sized box. gate2.body.setSize(90, 15, 3, 3); gate2.body.immovable = true; // adding the ground var ground = game.add.sprite(-224, -100, 'ground', 1); var ground = game.add.sprite(-224, -60, 'ground', 1); var ground = game.add.sprite(-224, -20, 'ground', 1); var ground = game.add.sprite(-224, 20, 'ground', 1); var ground = game.add.sprite(-184, 20, 'ground', 1); var ground = game.add.sprite(-144, 20, 'ground', 1); // add player image and place in screen player = game.add.sprite(-232, -100, 'player'); player.smoothed = true; player.scale.set(.9); player.body.setSize(30, 40, 16, 16); player.body.immovable = false; // 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, house, walls, gate], Phaser.Physics.ARCADE); game.physics.startSystem(Phaser.Physics.P2JS); game.physics.startSystem(Phaser.Physics.ARCADE); 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 game.camera.follow(player); } // 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; player.play('left'); } // player presses right key else if (cursors.right.isDown) { player.body.velocity.x = 100; player.play('right'); } // player presses up key else if (cursors.up.isDown) { player.body.velocity.y = -100; player.play('up'); } // player presses down key else if (cursors.down.isDown) { player.body.velocity.y = 100; player.play('down'); } // player does not press anything else { player.animations.stop(); } } function render() { game.debug.bodyInfo(gate2, 32, 32); game.debug.body(gate2); game.debug.bodyInfo(player, 32, 32); game.debug.body(player); }
  24. Scaling an image down

    How do I scale, or resize, an image in javascript with phaser's framework? I have tried a few different things but they do not seem to be working. I am using a weapon method to throw a pokeball, this is just a test using some code from phaser.io, so the other images aren't mine, I am just testing to try and get the pokeball to be thrown, but it is freaking huge right now! Please help me, I need the pokeball to be about 10x10 px because my character is 64x64. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('bullet', 'Pokeball.png', .01, .01); game.load.image('ship', 'tiles1.png'); } var sprite; var weapon; var cursors; var fireButton; function create() { // Creates 1 single bullet, using the 'bullet' graphic weapon = game.add.weapon(1, 'bullet'); weapon.scale.setTo(.5, .5); // The bullet will be automatically killed when it leaves the world bounds weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; // Because our bullet is drawn facing up, we need to offset its rotation: weapon.bulletAngleOffset = 90; // The speed at which the bullet is fired weapon.bulletSpeed = 400; sprite = this.add.sprite(320, 500, 'ship'); game.physics.arcade.enable(sprite); // Tell the Weapon to track the 'player' Sprite, offset by 14px horizontally, 0 vertically weapon.trackSprite(sprite, 14, 0); cursors = this.input.keyboard.createCursorKeys(); fireButton = this.input.keyboard.addKey(Phaser.KeyCode.SPACEBAR); } function update() { sprite.body.velocity.x = 0; if (cursors.left.isDown) { sprite.body.velocity.x = -200; } else if (cursors.right.isDown) { sprite.body.velocity.x = 200; } if (fireButton.isDown) { weapon.fire(); } } function render() { weapon.debug(); }
  25. 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 https://phaser.io/examples/v2/arcade-physics/offset-bounding-box 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() { game.world.setBounds(-250, -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 game.camera.follow(player); } // 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; player.play('left'); } // player presses right key else if (cursors.right.isDown) { player.body.velocity.x = 100; player.play('right'); } // player presses up key else if (cursors.up.isDown) { player.body.velocity.y = -100; player.play('up'); } // player presses down key else if (cursors.down.isDown) { player.body.velocity.y = 100; player.play('down'); } // player does not press anything else { player.animations.stop(); } } function render() { }