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Found 157 results

  1. How to add a text value

    Hi! can anyone tell me how to put some value on my "score" i already use if (playState.score <= 3){ game.add.text(20, 20, "practice more",{font: '50px Sports World', fill: '#b7e2fe'}); but it doenst work var winState = { create: function () { game.add.tileSprite( 0, 0, 1000, 490, "background3") if (playState.score >= loadState.hiscore) { loadState.hiscore = playState.score; } var hiscoreLabel = game.add.text(473, 155, loadState.hiscore, {font: '50px Sports World', fill: '#fdf59e'}); var scoreLabel = game.add.text(473, 243, playState.score, {font: '50px Sports World', fill: '#b7e2fe'});; var spaceKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); spaceKey.onDown.addOnce (this.restart, this); var escKey = game.input.keyboard.addKey(Phaser.Keyboard.ESC) escKey.onDown.addOnce (this.menus, this); }, restart: function (){ game.state.start('play'); }, menus: function (){ game.state.start('menu'); }, } thats my code pls help me thank you!
  2. First Game : Help

    i need a little help getting my code to work. I can't get the star score to increase. i can only make it go NAN... HELP ? "Making you own game" on the last part i'm having trouble making tht work.
  3. Hi everyone, // If I make grammar mistakes, please excuse me. I'm still not fluent in English ahah I'm a beginner on Phaser, had to have a look into that for my courses. I'm now upgrading a basic tutorial and I want to use a timer (a countdown) in that game but it really doesn't work, it only create a black screen. To do this, I followed this tutorial : https://www.joshmorony.com/how-to-create-an-accurate-timer-for-phaser-games/ I tried other, without success. Some were a bit to hard to understand, others were pretty ugly ! So here is the code I used , can you help me ? : var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); // on ajoute un diamant game.load.image('dmd','assets/diamond.png') game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var player; var platforms; var cursors; var stars; var diamonds; var score = 0; var scoreText; var countdown; function create() { // We're going to be using physics, so enable the Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); // A simple background for our game game.add.sprite(0, 0, 'sky'); // The platforms group contains the ground and the 2 ledges we can jump on platforms = game.add.group(); // We will enable physics for any object that is created in this group platforms.enableBody = true; // Here we create the ground. var ground = platforms.create(0, game.world.height - 64, 'ground'); // Scale it to fit the width of the game (the original sprite is 400x32 in size) ground.scale.setTo(2, 2); // This stops it from falling away when you jump on it ground.body.immovable = true; // Now let's create two ledges var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-100, 510, 'ground'); ledge.body.immovable = true; // The player and its settings player = game.add.sprite(32, game.world.height - 150, 'dude'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. Give the little guy a slight bounce. player.body.bounce.y = 0.2; player.body.gravity.y = 350; player.body.collideWorldBounds = true; // Our two animations, walking left and right. player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); // Finally some stars to collect stars = game.add.group(); // We will enable physics for any star that is created in this group stars.enableBody = true; // Here we'll create 12 of them evenly spaced apart for (var i = 0; i < 10; i++) { // Create a star inside of the 'stars' group var star = stars.create(i * 70, 0, 'star'); // Let gravity do its thing star.body.gravity.y = 15; // This just gives each star a slightly random bounce value star.body.bounce.y = 0.2 + Math.random() * 0.2; } // On ajoute les diamants diamonds=game.add.group(); diamonds.enableBody=true; // création des diamants dans l'espace de jeu for (var i = 0; i < 3; i++) { var dmd = diamonds.create(i * 70, 0, 'dmd'); dmd.body.gravity.y = 30; dmd.body.bounce.y = 0.1 + Math.random() * 0.2; } countdown.startTime = new Date(); countdown.totalTime = 120; countdown.timeElapsed = 0; countdown.createTimer(); countdown.gameTimer = game.time.events.loop(100, function(){ countdown.updateTimer(); }); // The score scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); // Our controls. cursors = game.input.keyboard.createCursorKeys(); } function update() { // Collide the player and the stars (et les diamants du coup) with the platforms game.physics.arcade.collide(stars, platforms); game.physics.arcade.collide(diamonds, platforms); game.physics.arcade.collide(player, platforms); // Checks to see if the player overlaps with any of the stars, if he does call the collectStar function game.physics.arcade.overlap(player, stars, collectStar, null, this); // idem pour les diamants game.physics.arcade.overlap(player, diamonds, collectDiamonds, null, this); // Reset the players velocity (movement) player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else { // Stand still player.animations.stop(); player.frame = 4; } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } function collectStar (player, star) { // Removes the star from the screen star.kill(); // Add and update the score score += 10; scoreText.text = 'Score: ' + score; } function collectDiamonds (player, dmd) { dmd.kill(); score += 50; scoreText.text = 'Score: ' + score; } function createTimer(){ var countdown = this; countdown.timeLabel = countdown.game.add.text(countdown.game.world.centerX, 100, "00:00", {font: "100px Arial", fill: "#fff"}); countdown.timeLabel.anchor.setTo(0.5, 0); countdown.timeLabel.align = 'center'; } function updateTimer (){ var countdown = this; var currentTime = new Date(); var timeDifference = countdown.startTime.getTime() - currentTime.getTime(); //Time elapsed in seconds countdown.timeElapsed = Math.abs(timeDifference / 1000); //Time remaining in seconds var timeRemaining = countdown.timeElapsed; //Convert seconds into minutes and seconds var minutes = Math.floor(countdown.timeElapsed / 60); var seconds = Math.floor(countdown.timeElapsed) - (60 * minutes); //Display minutes, add a 0 to the start if less than 10 var result = (minutes < 10) ? "0" + minutes : minutes; //Display seconds, add a 0 to the start if less than 10 result += (seconds < 10) ? ":0" + seconds : ":" + seconds; countdown.timeLabel.text = result; if(countdown.timeElapsed >= countdown.totalTime){ // On cherche la fin du timer result = "Rate !"; } }
  4. Hi, Im new to game development in HTML, I wanna make a text-base RPG on html5, how can I begin?
  5. Help with scales?

    So I've been following along with a tutorial to make my first game in Phaser. I'm trying to understand everything the tutorial is saying, but I can't find an explanation for everything. For example, the background image being used in the game is 400x32. However, the tutorial says the following: // Scale it to fit the width of the game (the original sprite is 400x32 in size) ground.scale.setTo(2, 2); My question is this; if the original size is 400x32, then why does seting the ground scale to 2, 2 work out? The game made in the tutorial works, and the ground does fit the width, but wouldn't the ground have to be 400x2 or something like that to have the proper width? I'll attach the tutorial file to this post so you can see the whole thing. I attached the tutorial text itself, and "part9.html" is the completed code that came with the tutorial. I don't think my code is needed to answer my question because I'm just following along with the tutorial, and it's just a less completed version of part9.html. I also have one more question regarding the ground. The tutorial says this: // Here we create the ground. var ground = platforms.create(0, game.world.height - 64, 'ground'); Again, if the size is 400x32, then why does -64 work to put the ground at the bottom? What does 64 do in this code? I guess I'm just looking for an explanation of why the code I posted works. I understand the rest of the code in the file, just these 2 lines are what confuse me the most. I'd greatly appreciate any help I can get, thanks! Edit: I realize now that in the first line of code I pasted here, the 400x32 is talking about the size of the platform itself, not the whole background. Still, how does the (2, 2) scale a 400x32 platform to fit the whole background? tutorial.html part9.html
  6. [HELP] Group collider detection

    Hello, Today I started with Phaser, I worked a lot at school with when I had free time. But I have a problem I can't delete an item in my group when my character makes a collision an item belonging to the group. make my group: (in create function) game.physics.startSystem(Phaser.Physics.ARCADE); game.physics.enable(character, Phaser.Physics.ARCADE); game.physics.enable(enemygroup, Phaser.Physics.ARCADE); enemygroup = game.add.group(); for(var i=0; i<10 ;i++) { var s = enemygroup.create(game.world.randomX, game.world.randomY, 'monster'); s.frame = 3; s.animations.add('enemymove', [2,3,4], 10, true); s.play('enemymove'); game.physics.enable(s, Phaser.Physics.ARCADE); } for detect collider:(in update function) game.physics.arcade.collide(character, enemygroup, function(){ enemygroup.remove(this); }); /*OTHER WAY I HAVE TRY*/ for(var i = 0; i < enemygroup.length; i++) { if(game.physics.arcade.collide(character, enemygroup)) { enemygroup.remove(enemygroup[i]); } } Thanks you for help ! good development at all and sorry for my bad english (i'm french).
  7. Error in animations

    Hi, im new in phaser i have an error in animations when i press de right key i doesnt play the animation.
  8. Changing world position

    Hello everyone, I am trying to make the screen scale automatically based on the browser window. So I used the scale variable in world to scale it. I was trying to center it so I used the following code: this.world.x = Math.floor((this.game.width - Global.SCALE * Global.WIDTH) / 2); this.world.y = Math.floor((this.game.height - Global.SCALE * Global.HEIGHT) / 2); which didn't work nothing on the screen moved, I tried world.position.x/world.position.y and world.left/world.top and still nothing changed. Any help?
  9. For a day or two i have this weird issue that i can't fix. I am making a map with interactive trees. When i click tree i want it to change its texture to chopped trees. class Tree { constructor(sprite, deadTexture){ this.sprite = sprite; this.health = 20; this.deadTexture = deadTexture; this.sprite.interactive = true; } chop(){ console.log("chop"); this.health = 0; this.sprite.texture = this.deadTexture; } } let tree = new Tree( new PIXI.Sprite(textures.treesTexture), textures.choppedTreesTexture ); /*...*/ tree.sprite.on('click', () => { console.log("chop"); tree.sprite.texture = textures.choppedTreesTexture; }); this part works almost fine. I attached a gif that explains what is wrong. I don't know what to do and i can't find any help. What is causing such behaviour? if you need some more information about code, please let me know.
  10. Hi, I am trying to make a menu which lets the user bind the in-game inputs. But I have no idea how to do that... Maybe there is a way to detect which input he presses and then use this information when creating input... Thanks beforehand.
  11. Hello everybody I write my first application, add physics for my player, add cursors , input keyboards. En error you will see on the screenshots. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'gameDiv'); var spacefield; var backgroundv; var player; var cursors; var mainState = { preload: function(){ game.load.image('starfield', "assets/starfield.png"); game.load.image('player', "assets/player.png"); }, create: function(){ spacefield = game.add.tileSprite(0, 0, 800, 600, 'starfield'); backgroundv = 5; game.add.sprite(game.world.centerX, game.world.centerY + 200, 'player'); game.physics.enable(player, Phaser.Physics.ARCADE); cursors = game.input.keyboard.createCursorKeys(); }, update: function(){ spacefield.tilePosition.y += backgroundv; if(cursors.left.isDown){ player.body.velocity.x = -350; } if(cursors.right.isDown){ player.body.velocity.x = 350; } } }; game.state.add('mainState', mainState); game.state.start('mainState'); Whats wrong?
  12. Good afternoon, I am attempting to run the first tutorial of Phaser JS (https://phaser.io/tutorials/making-your-first-phaser-game/part2) after you setup your local server and save the files to the web root. This is the error I am getting when trying to put the star on the black background: Uncaught DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at file:///C:/wamp64/www/phaser_tutorial_02/assets/star.png may not be loaded. at Object.b.createWebGLTexture (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:13974) at b.WebGLSpriteBatch.flush (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:22659) at b.WebGLSpriteBatch.render (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:20300) at b.Image.b.Sprite._renderWebGL (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:3:13555) at b.Stage.b.DisplayObjectContainer._renderWebGL (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:3:10848) at b.WebGLRenderer.renderDisplayObject (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:12898) at b.WebGLRenderer.render (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:12357) at b.Game.update (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:8:1288) at b.RequestAnimationFrame.updateRAF (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:11:18693) at window.requestAnimationFrame.forceSetTimeOut._onLoop (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:11:18587) Can someone help me solve this mystery. I am using Wamp and I am running the files through the localhost web server. Thank you so much for your help in advance, i am very excited to start coding games with Phaser. I have a degree in Web application development but I have yet to make a game. - Brian
  13. Hello to everyone, I'm currently developing a fan-made, retro-style and non-profit game with Phaser based on the TV show Stranger Things. The main idea is to do a Point and Click game like old classics (Monkey Island saga, Indiana Jones and the fate of atlantis, etc...) with retro pixel-art graphics and chiptune music. I'm looking for GFX and Music artists If you are interested to collaborate with this project please contact with me and I'll send you a link to see the work in progress. (Sorry if there are some grammar errors, I'm Spanish).
  14. Hi everyone, I'm actually making a simple 2d platformer with arcade physic and I recently implemented a tiled tilemap which contain an "object layer". In this object layer I draw collision zone with the polyline tool. Now I want thoses "collision zones" to be recognized by phaser. Which mean : if the player overlap "object layer"'s content, it will blocked as if it was a wall. I just want to know if this is possible or if I must set collision "on" for my tile layers in which I may put all my walls tiles. Also, If I must use the 2nd solution, if my tile sprite is smaller than my 24x24 tile square (I attached an example), will the hitbox fit the sprite size or the 24x24 square ? Thanks beforehand.
  15. I'm trying to get a start in Phaser but there seems to be no way to create sprites of any form without having a server or doing development locally. I was hoping to be able to host all my games on jsfiddle. If I need a server would it also be possible to use simple shapes as sprites?
  16. In the game "Monster Wants Candy," I see this in the source code, and I was wondering why this was done. I've tried doing this myself but keep failing. This is what I mean: var Candy = {}; Candy.Boot = function(game){}; Candy.Boot.prototype = { preload: function(){ // preload the loading indicator first before anything else this.load.image('preloaderBar', 'img/loading-bar.png'); }, create: function(){ // set scale options this.input.maxPointers = 1; this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.setScreenSize(true); // start the Preloader state this.state.start('Preloader'); } }; (source: https://github.com/EnclaveGames/Monster-Wants-Candy-demo/blob/gh-pages/src/Boot.js) var gameWidth = 800, gameHeight = 600; var game = new Phaser.Game(gameWidth, gameHeight, Phaser.AUTO), BootState = function () {}, gameOptions = { playSound: true, playMusic: true }, musicPlayer; BootState.prototype = { preload: function () { this.game.load.image('loadingbar', 'assets/images/loadingbar.png'); this.game.load.image('logo', 'assets/images/logo2.png'); this.game.load.script('LoadState', 'js/gamestates/LoadState.js'); this.game.load.script('pollyfill', 'js/lib/pollyfill.js'); this.game.load.script('utils', 'js/lib/utils.js'); }, create: function () { game.renderer.renderSession.roundPixels = true; Phaser.Canvas.setImageRenderingCrisp(this.game.canvas); this.game.state.add('LoadState', LoadState); this.game.state.start('LoadState'); } }; this.game.state.add('BootState', BootState); this.game.state.start("BootState"); I also note that I don't take "Game" as an argument in my game state functions, unlike Monster Wants Candy which has the argument "game" in it's bootstate. Have I been doing something wrong? I'm following most of the tutorials and example code I've seen so far, though I am aware those may not always be good examples of best practice. Thanks in advance for replies and sorry for the long post. I'm a bit of a JS and Phaser noob, I'm mainly just aiming to learn good practice with this project.
  17. Camera and Sprite

    I have been working tirelessly with this and really struggling to get anywhere, if anyone can offer some form of assistance I would be greatly appreciative. I have essentially set up a reel of characters (staff) as sprites organised by co'ords in three circles, 12 characters per circle, around the camera set at (0,0,0), (Radius of circles are 1.5/1.45/1.4 I have a scene built currently which is super buggy in movement as well. I need it to when the mouse hovers on the left or right side of the screen to rotate the camera continuously scrolling through the images on loop (Cant get working past following the mouse - no loop - no smooth movement as mouse movement on y axis also rotates the camera. This is my mouse movement code: var mouse = {x:0,y:0}; var cameraMoves = {x:0,y:0,z:-0.1,move:false,speed:0.03}; function mouseMove(e){ mouse.x = e.clientX; mouse.y = e.clientY; camera.rotation.x += Math.max(Math.min((e.clientX - mouse.x) * 0.01, cameraMoves.speed), -cameraMoves.speed); camera.rotation.y += Math.max(Math.min((e.clientY - mouse.x) * 0.01, cameraMoves.speed), -cameraMoves.speed); The second main issue i'm having is that the sprites keep disappearing when rotating the camera, I'm trying to create a constant panable image reel from inside to view members of staff, there is an example i'm trying to follow and recreate found here: https://www.g-star.com/en_gb/raw If anyone could tell me how to solve me mouse hover to move issue (with infinite looping) or a fix for the rendering of sprites issue it would be great! If anyone thinks they can help and needs any more code of any kinds just let me know and i''ll sort it! Thanks!
  18. How do I use the license when creating my games? I've read the license but I still don't understand what exactly I need to do to abide by the license. How should I do this?
  19. I'm using physics in one of my games, but I'm having trouble getting things to move realistically. I have the player (a bird), and I have objects in a group (trash). The trash I want to be very lightweight, so that it can be knocked around by the bird. Setting mass on both the player and the objects sometimes results in some weird visual stuff, so for now I have taken those lines out. What I really want to solve is the issue of friction. Right now, my code looks like this: this.trash.forEach(function (piece) { piece.anchor.setTo(0.5, 1); piece.body.gravity.y = 5; piece.body.moves = true; piece.body.velocity.setTo(100, 100); piece.body.collideWorldBounds = true; piece.body.bounce.set(0.8); piece.body.friction.x = 1; piece.body.drag.x = 1; }); The trash is gliding around on the floor of the game like wet ice cubes. I thought perhaps introducing another sprite to interact with would help: this.platforms = this.add.physicsGroup(); // Create the ground and set properties. this.platforms.create(0, game.height - 5, 'ground'); this.platforms.setAll('body.allowGravity', false); this.platforms.setAll('body.immovable', true); this.platforms.setAll('body.moves', false); this.platforms.setAll('body.velocity.x', 100); this.platforms.setAll('body.friction.x', 1); this.platforms.setAll('body.drag.x', 1); I'm still watching ice-cube trash. What I'm aiming for is something that can tumble (is there a way to get corresponding rotation on collision to happen?), so I want moving the trash to be more of a shove to move a distance rather than a tap from the player. Thank you for your help!
  20. How do i add health to a character

    I'm expanding the phaser tutorial game and i want to add health to the character plus use a plugin i found (https://github.com/matthiaswh/phaser-health-meter). http://phaser.io/docs/2.4.3/Phaser.Component.Health.html I understand nothing in the documentation and i'm clueless on how to add health.
  21. Hi, everyone. I've not been able to find any similar issues to mine, so I'm posting a new topic asking for help. I'm using Phaser 2.6.2 to develop a multiplayer web game. I want a particle emitter to start at the location of the player when a button is pressed, in an explosion. In create(), I have the following code: this.emitter = game.add.emitter(0, 0, 8); this.emitter.makeParticles('seeds'); this.emitter.gravity = 500; I ask the emitter to start later in a custom function called dump(), passing in the player's coordinates. Dump() is called by a function when the variable appleEaten is true and the player is on the right part of the screen. dump: function (x, y) { appleEaten = false; this.emitter.x = x; this.emitter.y = y; console.log(this.emitter.maxParticles); this.emitter.start(true, 1000, null, 8, 8); console.log(this.emitter.x + ", " + this.emitter.y + " is the emitter."); console.log(this.emitter.on); // this is returning false? The program correctly knows how many particles it should spew (8). The emitter is at the correct coordinates based on another console log. However, this.emitter.on console log always returns false. I have the same console log line running in update, and of course it's false every time there, too. Basically, the emitter just doesn't turn on, and I don't know why. I am not getting any errors in the console, either. Has anyone run into this, and/or does anyone have a suggestion on how to approach this? Thank you! EDIT: I load 'seeds' in another state, as with all of my images. When I try to add 'seeds' as an image in create, nothing shows up, and again, no error. I imagine these are separate issues, but I could be wrong.
  22. Hi in this states i uploaded my game is so laggy and i notice a bit of stopping after a platform leaves the viewport. It is a simple platformer game, hope you noticed this issue. THanks endlessState.js
  23. Help with animations!

    Hello! Im new here, and I'd like some help. I was coding, made a new spritesheet and tried making it play while I press a key. It doesn't seem to be working, and I don't know why. If you could help in any way, it'd be greatly appreciated. Thanks! CODE - https://pastebin.com/Sciaw2uY SPRITESHEET -
  24. Hi Guys, I created this post hoping to find people interested in helping on the development and documentations of the unity toolkit. The unity editor allows to put an scene together very easy and export it all ,(lights cameras, meshes etc) with out a line of code How this works? Well @MackeyK24 started developing in visual studio the exporter tool and he saw a way to transform the camera , light or mesh from unity to babylon metadata, then later he add support for animations, splat maps painting, particles system and PBR materials, all of these trough the C# and the unity exporter. Furthermore, I join him on the project 6 months ago and I'm no as good as he is as developer but he took the time to show me and recorded videos to show people how to use it and improve it. I was not easy to pick it up if you dont have a strong object oriented programming skills winch most java script developer lack of, but this is an excellent way to learn or improve your coding skills So if you want to joins us and have some spare time to learn, please feel free to contact me, I can try to put you guys up to speed so we can continue with this great tool for development