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Found 40 results

  1. I have issue with loading images from atlas! Game I developing works great , but on older devices after loading , images are not shown! This happens on Samsung Galaxy Tab 2 in every browser (chrome , opera ,firefox). So if somebody have solution , please help
  2. Okay, so a lot of the tutorials for Pixi.js seem a bit outdated. Most of the information out there still uses the old way of creating a new Pixi application by not using the newer 'convenient' Application class and setting up the renderer, container, and ticker by hand. A lot of the guides and articles also seem to be written before Pixi adopted and extended on a third-party loader module. Anyway, could someone explain to me how loading assets works, and what it means exactly? Normally, to start displaying some visuals with Pixi, you need to create a texture, and then a sprite from that texture, yes? Example: var texture = PIXI.utils.TextureCache["images/anySpriteImage.png"]; var sprite = new PIXI.Sprite(texture); But then comes the 'loader' to the rescue. From my understanding, the Pixi loader is an object that simplifies handling assets because it creates the textures for you? For example: const loader = PIXI.loader .add('image1', '/assets/images/image1.png') Am I correct? I can't wrap my head around this. Here's my code altogether (it doesn't work by the way): const app = new PIXI.Application(800, 600, {backgroundColor : 0x1099bb}); document.body.appendChild(app.view); const sprites = []; const loader = PIXI.loader .add('image1', 'assets/images/image1.png') .load(function(loader, resources) { sprites.image1 = new PIXI.Sprite(resources.image1.texture); init(); }); function init() { app.stage.addChild(sprites); } Do I need to render the stage in the 'init' function as well? Do I have to call 'load()' at some point? I'm so confused! However, this code works and I'm not sure why: const app = new PIXI.Application(800, 600, {backgroundColor: 0x1099bb}); document.body.appendChild(app.view); const loader = PIXI.loader; loader.add('image1', '/assets/images/image1.png'); loader.once('complete', function(loader, resources) { init(); }) loader.load(); function init() { let sprite1 = new PIXI.Sprite(PIXI.loader.resources.image1.texture); app.stage.addChild(sprite1); } EDIT Okay, it's making a lot more sense to me now. Here is the cleanest way I've come up with when using loader: const app = new PIXI.Application(800, 600); document.body.appendChild(app.view); const loader = PIXI.loader; loader .add('image1', '/assets/images/image1.png'); loader.on('complete', function(loader, resources) { let sprite1 = new PIXI.Sprite(loader.resources.image1.texture); app.stage.addChild(image1); }); loader.load();
  3. What benefits importing assets in .babylon format has over .obj format? Which is better for performance, especially for loading very big high poly objects (for example, 100mb)?
  4. loading bar in phaser

    hi guys, im here again asking for your wise advices i wonder how to achieve different ways to show loading bars in phaser. i mean something like a bar filling another and a % number indicating how it goes. would you mind to share with me some example? i would like to explore other ways to improve my load state
  5. Hi! I've been using Babylon for a week or so now and really like how easy it is to use and how well the tutorials are written (I'm using it for a robotics simulation project I'm currently working on). Anyways, I have a question about how textures (and other AssetTasks as well: are loaded using the AssetManager. I have a texture image that's being served at /app/assets/sceneassets/mytextureimg.jpg. My Babylon scene is loaded at the url /app/testbabylon. When I try to load a texture using the addTextureTask method of the AssetManager, I specify that the asset is located at "/app/assets/sceneassets/mytextureimg.jpg", however, the network request that the AssetManager makes is to "/app/testbabylon/app/assets/sceneassets/mytextureimg.jpg". This is clearly relative to my current path, I can use an absolute path (in dev: "http://localhost:4000/app/assets/sceneassets/mytextureimg.jpg") and it works correctly, however this seems messy (especially if switching domains). If I end up using "//app/assets/sceneassets/mytextureimg.jpg" the network request is "http://app/assets/sceneassets/mytextureimg.jpg" - which doesn't point to anything. My main question is whether its possible to specify the AssetManager to use the root url of my domain for texture (and/or image, cubetexture, etc.) loading (or have something like a "rootUrl" parameter like AddMeshTask seems to have). Just for reference, here's a snippet of the code I'm using (material is an object that has a name and diffuseTexture property; where diffuseTexture is the url string, scene is a Babylon Scene object). setupMaterial(material, scene) { const babylonMaterial = new Babylon.StandardMaterial(, scene); if (material.diffuseTexture) { const diffuseTask = scene.loader.addTextureTask( `diffuseTextureTask${}`, material.diffuseTexture); diffuseTask.onSuccess = (task) => { babylonMaterial.diffuseTexture = task.texture; }; } return babylonMaterial; } Thanks for any help, Flux159
  6. Loading / Performance - collision

    Hi! I am working on my first Phaser-game. I have a performance issue with my collision rendering. I am using tilemaps and an extra layer for my collision. You can see my example on (without rendering collision) and here is the example with rendering collision: Everything is fine on Desktop. Loading time is about 6 seconds. But on mobile devices it takes about 1minute to load. I am using "map.setCollisionByExclusion([], true, this.collisionLayer);" for my collisions. Already tried toreduce the number of layers to a minimum - about 2 layers - does not help. Tried using map.setCollision([8,9..]) - did not render any collision for me. Any suggestions? Thanks for your replies.
  7. simple loading method for make cylinder or sphere around of target object
  8. Issue with loading assets

    Hello All, I am completely new to Phaser. For learning purposes, I did a little game from a recent book that I bought, and put it on my website, that I use for testing my stuff. Here is the URL: The issue is that the game assets won't load properly at first time, it's only when I refresh the page, at least 4 times, that I see all the assets of the game properly loaded. The Web Console (Firefox) says: Phaser.Cache.getImage: Key "enemyBullet" not found in Cache. Same error for all the game assets is repeated again and again, so not just "enemyBullet", but all the assets. Here is the code of the Preload.js file. export default class Preload { constructor() { this.asset = null; this.ready = false; } preload() { this.load.image('loading_bg', '../assets/images/loading_bg.jpg'); } create() { //background for game this.add.sprite(0,0, "loading_bg"); this.asset = this.add.sprite(,, 'preloader'); this.asset.anchor.setTo(0.5, 0.5); this.load.onLoadComplete.addOnce(this.onLoadComplete, this); this.load.setPreloadSprite(this.asset); //do all your loading here //this.load.image('player', '../assets/images/player.png'); //width and height of sprite this.load.image('bg', '../assets/images/bg.jpg'); this.load.image('bullet', '../assets/images/bullet.png'); this.load.image('enemy', '../assets/images/enemy.png'); this.load.image('explosion', '../assets/images/explosion.png'); this.load.spritesheet('player', '../assets/images/gunbot.png', 214, 269); //width and height of sprite this.load.image('hexagon', '../assets/images/hexagon_particle.png'); //this.load.image('bullet', '../assets/images/bullet.png'); this.load.image('enemyBullet', '../assets/images/enemyBullet.png'); //this.load.image('bg', '../assets/images/bg.jpg'); this.load.image('health_bar', '../assets/images/health_bar.png'); this.load.image('health_holder', '../assets/images/health_holder.png'); this.load.image('circle', '../assets/images/circle.png'); //staaaart load this.load.start(); } update() { if(this.ready) {'game'); } } onLoadComplete() { this.ready = true; } } What am I doing wrong? Aany help, would be greatly appreciated. Thank you.
  9. Hello, I have a problem with get information how many percent of all mesh/textures were loaded, while I use AssetsManager. I have seen a similar topic, but there SceneLoader is used. Is it possible to get those information about loading progress, while I use AssetsManager?
  10. Hi all, I want to ask that is there any way to operate the loading file. what I want to do is when the file loading or waiting for the response more than 5 sec, I will stop this loading process and start a new loading from another url. I tried to customize the addToFileList function in the loader to replace the file in the Loader._fileList. but it seems the xhr loading request is still on-going. So, I wonder that can I just mark this loading as error to trigger the onError event in the loader, and stop the xhr request for this file. thx
  11. Phaser.Loader error on asset load

    For a start I would like say hello and give my appreciation to the whole of html5gamedev's amazing and helpful community. I've been lurking here for a while and while you might not have known it, this community has already saved my tons of hours =] . Now to my problem. I litterly JUST started with Phaser and while following ( what I could only imagine to be ) the introductory tutorial , I ran into my very first problem: Right now I am simple trying to load a basic bg image as follows: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', {preload: preload, create:create, update:update}); function preload(){ game.load.images('bg', 'assets/levels/Stage_One_Base.png'); } function create(){} function update(){ } other then that my whole index consist of only including the Phaser framework and this script file. the error I am getting is as follows : Phaser v2.6.2 | Pixi.js | WebGL | WebAudio ♥♥♥ GET http://localhost/workspace/phaserGame/b.png 404 (Not Found) GET http://localhost/workspace/phaserGame/g.png 404 (Not Found) phaser.js:74259 Phaser.Loader - image[b]: error loading asset from URL b.png phaser.js:74259 Phaser.Loader - image[g]: error loading asset from URL g.png This does not make any sense to me. Firstly why is it giving me error about 2 assets, while I am only loading 1. Secondly after a quick google search, for what I have seen usually Phaser's error should contain the proper URL + filename of the img, but this b.png and g.png doesnt make any sense to me ? Am I missing something obvious ? I verifyed the path to the img by typing the full path in the URL ( localhost/workspace/phaserGame/assets/levels/Stage_One_Base.png ) and it loads and displays just fine. Additional info: If this is gonna help, I am running linux mint with xampp as a webserver, installed phaser locally using npm. The image I am trying to load would be used as a background and such is a little big ( 1524x269 ) when I open my webpage all I get is a black screen + the errors, while at the start I was getting the little square ( which while searching google, I found out , that it usually means that my image key-index is correct but phaser can't find the cached image to use ). I am testing it on chromium. And thanks in advance for all of your help =] . P.M. Maybe I should change the title of the post to something more useful/descriptive, any suggestions ?
  12. hi i change loading and control please share your look about that and load time thanks key arrows for move + Mouse left key down front +Mouse right key down back Mouse wheel look up and down r : back to first position click on menus see tablet we have english version too but not complete yet sorry about that
  13. Loading Texture Issue

    I have a problem loading a texture and then displaying it in a Sprite2D. There's already a topic for it that includes a few versions of zipped projects that reproduce the problem. @Nabroski suggested this might be a bug, so I posted it here. Link to topic:
  14. Webp loading

    Hi, loading webp using Phaser 2.3.0 doesnt work for me (except in Chrome), so I'm trying to figure out a workaround. by using Im basically doing this: var ba = game.cache.getBinary('webp_test'); var WebPImage = window.WEBP_decode(ba); trace(WebPImage); var bd2 =, WebPImage.height); =; trace(bd2); game.add.sprite(0,0, bd2);on the two traces above Im getting Decoded %s. Dimensions: 2048 x 1024(no alpha). Now saving...webp.js (line 1)ImageData { width=2048, height=1024, data=Uint8ClampedArray}webp.js (line 1)Object { game={...}, key="bc989398-4d18-4bff-ad72-91e6b10ff33a", width=2048, more...}webp.js (line 1)which I thought looked ok. however, no image is shown when I add the sprite this is how the WEBP_decode looks like : which works, but only on RGB888 webp (no alpha) window.WEBP_decode = function(data) { ///libwebpjs 0.1.3 decoder code start --------------------------------------------- var WebPImage = { width:{value:0},height:{value:0} }; var decoder = new WebPDecoder();// data=convertBinaryToArray(data);//unkonvertierung in char trace(data.length); //Config, you can set all arguments or what you need, nothing no objeect var config = decoder.WebPDecoderConfig; var output_buffer = config.output; var bitstream = config.input; if (!decoder.WebPInitDecoderConfig(config)) { alert("Library version mismatch!\n"); return -1; } config.options.no_fancy_upsampling = 0; config.options.bypass_filtering = 0; config.options.use_threads = 1; config.options.use_cropping= 0;// config.options.crop_left = parseInt(cropDecoding_x.value);// config.options.crop_top = parseInt(cropDecoding_y.value);// config.options.crop_width = parseInt(cropDecoding_w.value);// config.options.crop_height = parseInt(cropDecoding_h.value); //config.options.use_scaling = 1;//not implement //config.options.scaled_width = 400; //config.options.scaled_height = 400; //todo: add stop_watch var StatusCode = decoder.VP8StatusCode; var status = decoder.WebPGetFeatures(data, data.length, bitstream); if (status != StatusCode.VP8_STATUS_OK) { trace('error decoding: ' + status); } var mode = decoder.WEBP_CSP_MODE; //output_buffer.colorspace = bitstream.has_alpha.value ? MODE_BGRA : MODE_BGR; //output_buffer.colorspace = bitstream.has_alpha.value ? MODE_RGBA : MODE_RGB; output_buffer.colorspace = mode.MODE_RGBA; status = decoder.WebPDecode(data, data.length, config); var ok = (status == StatusCode.VP8_STATUS_OK); if (!ok) { trace("Decoding of %s failed.\n"); //fprintf(stderr, "Status: %d (%s)\n", status, kStatusMessages[status]); return -1; } trace("Decoded %s. Dimensions: "+output_buffer.width+" x "+output_buffer.height+""+(bitstream.has_alpha.value ? " (with alpha)" : "(no alpha)")+". Now saving...\n"); var bitmap = output_buffer.u.RGBA.rgba; ///libwebpjs 0.1.3 decoder code end --------------------------------------------- if (bitmap) { //Draw Image var biHeight=output_buffer.height; var biWidth=output_buffer.width; var canvas = document.createElement('canvas'); canvas.height=biHeight; canvas.width=biWidth; var context = canvas.getContext('2d'); var output = context.createImageData(canvas.width, canvas.height); var outputData =; for (var h=0;h<biHeight;h++) { for (var w=0;w<biWidth;w++) { outputData[2+w*4+(biWidth*4)*h] = bitmap[2+w*4+(biWidth*4)*h]; outputData[1+w*4+(biWidth*4)*h] = bitmap[1+w*4+(biWidth*4)*h]; outputData[0+w*4+(biWidth*4)*h] = bitmap[0+w*4+(biWidth*4)*h]; outputData[3+w*4+(biWidth*4)*h] = bitmap[3+w*4+(biWidth*4)*h]; }; } return output; context.putImageData(output, 0, 0); //document.body.appendChild(canvas); // to test it out, which works OK } } any ideas why the bitmapData doesnt work?
  15. Hi folks! I'm getting the error "Uncaught TypeError: Cannot read property '_size' of null" when creating a sprite manager and setting the scene.useDelayedTextureLoading flag to true. Example in PG:
  16. Hello guys I meet some trouble with BabylonJS and AngularJS. I have an angular project and some babylonJS scripts. I would like to integrate my babylon pages into my pages made with angular. When I just open a babylon page by double clicking, everything is working well. When I ask to angular to open this same page into another page (with a div for instance with ng-include), my 3D environment loads and appears without problems while one second and then all my lights shut down but I still can see my animation working (but in the dark). I have an error in the console "WebGL is not supported". This error does not appears when I'm opening my page alone without angular. I really don't know why angular reacts like that. Does someone has an idea? Hope my explanations were clear, if not, do not hesitate asking me questions Thanks for your help !
  17. Hello, So I am trying to create a water texture for my scene. I loaded the waterMaterial.js, water.fragment.fx, and the vertex.fragment.fx files with a bump map into my water directory. However, when I try to load my game inside firefox and chrome, the console says "WaterMaterial is not defined". I was following a tutorial and downloaded the example files and their file has the same error. I am using the newest version of Babylon js and I have no idea why this is happening. Do you know why this could be happening? I checked my code and I don't see anything wrong. Maybe there is something I am missing. Thanks for your help in advance! here is the code for the water plane. // Water var waterMesh = BABYLON.Mesh.CreateGround("waterMesh", 512, 512, 32, scene, false); var water = new BABYLON.WaterMaterial("water", scene, new BABYLON.Vector2(512, 512)); water.backFaceCulling = true; water.bumpTexture = new BABYLON.Texture("Water/bump.png", scene); water.windForce = -5; water.waveHeight = 0.2; water.bumpHeight = 0.05; water.waterColor = new BABYLON.Color3(0.047, 0.23, 0.015); water.colorBlendFactor = 0.5; water.addToRenderList(skybox); water.addToRenderList(ground); waterMesh.material = water; // waterMaterial.js var BABYLON = BABYLON || {}; //********************** //water material //******************** (function () { BABYLON.WaterMaterial = function (name, scene, light) { = name; this.TextureBump = "textures/water_river.jpg"; = name; this.light = light; this._scene = scene; scene.materials.push(this); this.bumpTexture = new BABYLON.Texture(this.TextureBump, scene); this.bumpTexture.uScale = 2; this.bumpTexture.vScale = 2; this.bumpTexture.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE; this.bumpTexture.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE; this.reflectionTexture = new BABYLON.MirrorTexture("reflection", 512, scene, true); this.refractionTexture = new BABYLON.RenderTargetTexture("refraction", 512, scene, true); this.reflectionTexture.mirrorPlane = new BABYLON.Plane(0, -1, 0, 0); this.refractionTexture.onBeforeRender = function() { BABYLON.clipPlane = new BABYLON.Plane(0, 1, 0, 0); }; this.refractionTexture.onAfterRender = function() { BABYLON.clipPlane = null; }; this.waterColor = new BABYLON.Color3(0.0, 0.3, 0.1); this.waterColorLevel = 0.2; this.fresnelLevel = 1.0; this.reflectionLevel = 0.6; this.refractionLevel = 0.8; this.waveLength = 0.1; this.waveHeight = 0.15; this.waterDirection = new BABYLON.Vector2(1.0, 0); this._time = 0; }; BABYLON.WaterMaterial.prototype = Object.create(BABYLON.Material.prototype); // Properties BABYLON.WaterMaterial.prototype.needAlphaBlending = function () { return false; }; BABYLON.WaterMaterial.prototype.needAlphaTesting = function () { return false; }; // Methods BABYLON.WaterMaterial.prototype.getRenderTargetTextures = function () { var results = []; results.push(this.reflectionTexture); results.push(this.refractionTexture); return results; }; BABYLON.WaterMaterial.prototype.isReady = function (mesh) { var engine = this._scene.getEngine(); if (this.bumpTexture && !this.bumpTexture.isReady) { return false; } this._effect = engine.createEffect("Water/", ["position", "normal", "uv"], ["worldViewProjection", "world", "view", "vLightPosition", "vEyePosition", "waterColor", "vLevels", "waveData", "windMatrix"], ["reflectionSampler", "refractionSampler", "bumpSampler"], ""); if (!this._effect.isReady()) return false; return true; }; BABYLON.WaterMaterial.prototype.bind = function (world, mesh) { this._time += 0.0001 * this._scene.getAnimationRatio(); this._effect.setMatrix("world", world); this._effect.setMatrix("worldViewProjection", world.multiply(this._scene.getTransformMatrix())); this._effect.setVector3("vEyePosition", this._scene.activeCamera.position); this._effect.setVector3("vLightPosition", this.light.position); this._effect.setColor3("waterColor", this.waterColor); this._effect.setFloat4("vLevels", this.waterColorLevel, this.fresnelLevel, this.reflectionLevel, this.refractionLevel); this._effect.setFloat2("waveData", this.waveLength, this.waveHeight); // Textures this._effect.setMatrix("windMatrix", this.bumpTexture.getTextureMatrix().multiply(BABYLON.Matrix.Translation(this.waterDirection.x * this._time, this.waterDirection.y * this._time, 0))); this._effect.setTexture("bumpSampler", this.bumpTexture); this._effect.setTexture("reflectionSampler", this.reflectionTexture); this._effect.setTexture("refractionSampler", this.refractionTexture); }; BABYLON.WaterMaterial.prototype.dispose = function () { if (this.bumpTexture) this.bumpTexture.dispose(); if (this.reflectionTexture) this.reflectionTexture.dispose(); if (this.refractionTexture) this.refractionTexture.dispose();; }; })(); // water shader -- vertex #ifdef GL_ES precision highp float; #endif // Attributes attribute vec3 position; attribute vec3 normal; attribute vec2 uv; // Uniforms uniform vec2 waveData; uniform mat4 windMatrix; uniform mat4 world; uniform mat4 worldViewProjection; // Normal varying vec3 vPositionW; varying vec3 vNormalW; varying vec4 vUV; varying vec2 vBumpUV; void main(void) { vec4 outPosition = worldViewProjection * vec4(position, 1.0); gl_Position = outPosition; vPositionW = vec3(world * vec4(position, 1.0)); vNormalW = normalize(vec3(world * vec4(normal, 0.0))); vUV = outPosition; vec2 bumpTexCoord = vec2(windMatrix * vec4(uv, 0.0, 1.0)); vBumpUV = bumpTexCoord / waveData.x; } // water - fragment -- shader #ifdef GL_ES precision highp float; #endif uniform vec3 vEyePosition; uniform vec4 vLevels; uniform vec3 waterColor; uniform vec2 waveData; // Lights varying vec3 vPositionW; varying vec3 vNormalW; uniform vec3 vLightPosition; // Refs varying vec2 vBumpUV; varying vec4 vUV; uniform sampler2D refractionSampler; uniform sampler2D reflectionSampler; uniform sampler2D bumpSampler; void main(void) { vec3 viewDirectionW = normalize(vEyePosition - vPositionW); // Light vec3 lightVectorW = normalize(vLightPosition - vPositionW); // Wave vec3 bumpNormal = 2.0 * texture2D(bumpSampler, vBumpUV).rgb - 1.0; vec2 perturbation = waveData.y * bumpNormal.rg; // diffuse float ndl = max(0., dot(vNormalW, lightVectorW)); // Specular vec3 angleW = normalize(viewDirectionW + lightVectorW); float specComp = dot(normalize(vNormalW), angleW); specComp = pow(abs(specComp), 256.); // Refraction vec2 texCoords; texCoords.x = vUV.x / vUV.w / 2.0 + 0.5; texCoords.y = vUV.y / vUV.w / 2.0 + 0.5; vec3 refractionColor = texture2D(refractionSampler, texCoords + perturbation).rgb; // Reflection vec3 reflectionColor = texture2D(reflectionSampler, texCoords + perturbation).rgb; // Fresnel float fresnelTerm = dot(viewDirectionW, vNormalW); fresnelTerm = clamp((1.0 - fresnelTerm) * vLevels.y, 0., 1.); // Water color vec3 finalColor = (waterColor * ndl) * vLevels.x + (1.0 - vLevels.x) * (reflectionColor * fresnelTerm * vLevels.z + (1.0 - fresnelTerm) * refractionColor * vLevels.w) + specComp; gl_FragColor = vec4(finalColor, 1.); } }
  18. So I noticed that a lot of people in here were asking about a loading/progress bar so I came up with my own solution. Let me know what you think var barGreen,barYellow,maxWidth,tween;function create(){ barGreen =,300); barGreen.beginFill(0xEAF516); barGreen.drawRect(0,0,300,50); barYellow =,300); barYellow.beginFill(0x4BFAF7); barYellow.drawRect(0,0,300,50); maxWidth = 300; barYellow.width=0; tween = game.add.tween(barYellow);{width:maxWidth},1000); tween.start();}Here's the JSFiddle if you want to see what it looks like:
  19. Hi guys Old dev, but somewhat new to game and js in general. I am working on an idea that is quite large, and I have a little team behind me. We are still in architectural phase, and already many difficulties are cropping up. Not that it's a bad thing during design right? This one is general is my biggest confusion / concern. Map loading. I am not going to call it a map, it might not be the right word, let's say play area. In our case, the play areas are huge (as huge as possible!). We don't want any world bounds to stop a player, they will be able to go as far as we can possibly allow. Of course, integers have limited size, and reality sucks. The following two concerns pop up first. 1. How could I handle/visualise/realise map loading from a central server, if maps are this large and indeterminate. 2. If 1. is doable, how the heck do I know what coordinates to use for a player. A bounded world, have x,y pixels at the least. But what does a huge world have? For 1. I considered the json way, but tiled maps are predetermined, and a map of 80 000x 80 000px, would yield a tiled json file of 4 MB already. Is it really neccesary to use csv/json tilemaps? Considering a sandboxy persistent type game, starting with NOTHING, can we just use good old rendering of images and save these locations/coords (problem 2 above) on the server side? Tldr: Do we have to use tilemaps or go free form? How do we know what the player and object coordinates are. I hope it doesn't seem like rambling. It's a real headache for me right now, as I start the loader code. Cheerios Marlon
  20. Load JS files only if they exist

    Hello there dear people of this awesome forum! I am hoping you can help me with a problem I have: Let's say my game has these files: main.jsplayer.jshud.jsIf hud.js is missing the game won't start. I need a way, so that this would only not show the hud but still execute the rest of the game. Any tips are appreciated, thanks in advance!
  21. Hello! I've been trying out Phaser for mini games that make a part of a larger whole. So far it's working out great and haven't bumped into any problems yet with the games. Problem is that they will go into a semi large project and in order to keep a good structure and compile times down I'd like to know how to be able to work on the games separately from the main app. The games themselves will also have states of their own. Basically what I'm looking for is a solution like loading a sub.swf into a main.swf at some point in time and then later unload it again. I've searched but haven't really found anything that answers my question. In theory I could just link from one html page to another, but I don't think that really the way it should be. Any clues for a direction to take would be greatly appreciated! //summer
  22. v3 loader

    I have just attempted to switch to v3 and I am lost in the understanding of the loader. I cannot log the progress of each asset though these are loading.. Can someone share with me the new API to make the loader work? Thanks, Jon
  23. Different screens and keyboard inputs

    I am just new to Pixi.js as I strongly avoid learning new frameworks, when most of the time I could have learnt to do it from scratch in the same amount of time.. it's so awesome that Pixi.js doesn't take long to learn. However there are a couple of things I am not sure of. Thanks to the developer(s). 1) How do I display a loading screen, a title screen, a login screen then the game itself? I have the game screen all setup and running, but I want to display different screens at different times. Do I just create 1 stage and change what is displayed? This seems like a lot of work to do it that way. Can I destroy stages and replace them with a different one? 2) Do I just use event listeners to keyboard up and down to handle keypresses in a desktop browser or does Pixi.js have something included? Really appreciate any help that people can offer. PS. I won't be offended if you like the answers to these questions in this forum or another site. I am able to read if I have just missed a part in the documentation too.
  24. Hi, In the next few minutes MightyEditor will go down for an update maintenance (approx for 5-20 minutes). Changes will include: Export Android APK using Cordova: MightyEditor will generate config.xml from manifest.json file (you can override it by creating config.xml file manually) MightyEditor's Phaser version has been finally updated from 2.0.7 to 2.2.2 MightyEditor will now use webGL mode by default - you can still change it in the settings (this won't affect your games) Editor loading time has been significantly improved P.S. To receive e-mails about ME updates follow this forum.
  25. Slow loading in Safari 5.1.7

    Just to note the developers of Phaser about Safari 5.1.7. I have a game with around 100 assets, sounds, images and sprite sheets all weight about 7MB in total. When I load my game in Safari 5.1.7, it feels like it is downloading 20MB file I am not sure if it is something with Phaser or with Safari. Everything works and plays as expected but the loading is slow. Plus my files are locally and are loaded from localhost:8080 address Cheers