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Found 8 results

  1. Fix position after scale

    Hi guys. I'm trying to do a "zoom in" effect on a GUI_Object. But when scaling the image leaves the original collision field. How to keep the image centered with the collision field of the button? Before click: After click: Code: game.UI.ButtonInit = me.GUI_Object.extend({ init: function (x, y, image) { this._super(me.GUI_Object, "init", [x, y, { image: image, }]); this.anchorPoint.set(0, 0); this.floating = false; }, onClick: function () { this._super(me.Sprite, "scale", [.8, .8]); }, update: function () { return true; }, draw: function (renderer) { this._super(me.GUI_Object, "draw", [renderer]); } });
  2. First off - I'm having a lot of fun playing with melonJS. Great work on the library. I've just gone through the Space Invaders tutorial, and have worked through some of the challenges (for example, adding a HUD, adding waves). I'm now looking at adding enemy lasers that would be spawned from the enemy entities, and collide with the player. The obvious idea is that enemies should be able to shoot the player, and if the player is hit, then I'll decrement the number of lives. I've got the basic Enemy_Laser entity coded, and it appears to work, except for the initial position. When the player moves, and you hit the space bar, the player's Laser will fire from the player's current player position. The enemy laser, however, spawns from the initial position of the enemy entity objects rather than their current position. I suspect this is due to the enemy entities being wrapped within the enemy_manager container. Do I need to update the position of the enemy entities within the enemy_manager? I see there's a setChildsProperty() method in the container object. Can/should this be used to update the position of the enemy_manager child entities? You can view the source code here: https://github.com/michael-peacock/cosmictrespassers/tree/develop/src/main/resources/static/js
  3. Hi, In my isometric tmx file the object positions are :"x":4097 , "y": 3300. But in melonjs when i load the positions I am getting entirely different x and y cordinates. How can i map these both! can someone help me here! I am trying to save the game by editing the tmx json. so the x and y postions I am getting from the UI, when i try to save them in json . its not aligned.the postions are completely different!
  4. The documentation for sprite animation is a bit out of date and a new method setAnimationSpeed(speed) or setAnimationSpeed(identifier, speed) should be added. I have a sprite and an animation this._super(me.Sprite, 'init', [339, 480, settings]); this.addAnimation('normal', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12],100); this.setCurrentAnimation('normal'); This animates at a delay of 100 ms. I can change the animation delay by adding another parameter to the addAnimation method. I could not change the delay afterwards with the solutions I found. I have seen this answer: https://groups.google.com/forum/#!topic/melonjs/mk6mVcMoVKo but it is no longer relevant. this.anim.normal.animationspeed isn't a part of melonjs anymore and changing the other animationspeed settings doesn't have any effect. This is I think, because of a change from a 'global' animation delay to a frame-based animation delay. The new method for changing the speed of an animation should now be: setAnimationSpeed: function(identifier, speed) { for (var i = this.anim[identifier].frames.length - 1; i >= 0; i--) { this.anim[identifier].frames[i].delay = speed; } } There should be a note on the sprite and/or renderable pages about the animation speed able to be individually set on a per-frame basis. It could be useful for example if some character is looking to the left and then turning quickly to the right the frame set wouldn't have to look like this: [0],[0],[0],[0],[0],[0],[0],[0],[0],[0],[0],[0],[0],[0],[1],[2],[3],[4],[5],[5],[5],[5],[5],[5],[5],[5] and could just have a long delay on the 0 and 5 frames. Every X.0.0 version should result in a new version of the wiki and documentation with the changes you're making. Relevant changes to each could be made to affected pages after.
  5. Vibrant Recycling

    Hi Vibrant Recycling is an educational arcade game for HTML5 compatible browsers where the player will help fun bins to collect and recycle properly wastes thrown during various levels of the game. Earn bonus by preventing contact of the residue thrown with the water and avoid collect the waste in the bin incorrect, otherwise paralyze it temporarily! Properly recycle the most wastes to progress in the game and is rewarded with several fun facts about recycling and the environment! Thanks for playing and good fun! How to Play / Hints:Click on the screen to bin move the arm and collect the residue.To gain Bonus Stars, you must collect the wastes before they reach the water, collecting them in the air.After the first 5 levels, multiple bins are shown, increasing the challenge.Made with melonJS (Game Engine), Tiled (Level Editor) and Inkscape (Vector Graphics). Any feedback is welcome!
  6. Upgrading to melonJS 2.1

    Hi guys With the release of melonJS 2.1 version (check the Official Announcement ), is time to conduct a upgrade to it: Upgrading to melonJS 2.1 The upgrade from melonJS 2.0 to melonJS 2.1 is easy, making it a good and right choice. Take a look at it Thanks!
  7. Upgrading to melonJS 2.0

    Hi With the release of melonJS 2.0 version, is time to conduct a upgrade to it: Upgrading to melonJS 2.0 The melonJS 2.0.0 is a solid and stable version, demonstrating the maturity and evolution that the engine achieved during the last three years. Take a look at it Thanks!
  8. Then about this new release itself, plenty of exciting things to say : We added support for Texture Packer : to optimize memory usage and loading timeWe added JSON format support for TMX maps : so that no browsers can complain anymore about the TMX formatWe added built-in support for CocoonJS, through the JSON format of course, but as well through direct and automatic usage of specific extension : to ease deployment of melonJS based games on mobile devices.We redesigned Object Entity hierarchy/inheritance to use a renderable component approach (that will now hold the “drawable” part of the entity) : to simplify object definition and also allow for more flexibility with 3rd-party “drawable” components (who says spine?).We Largely improved the Font and Bitmap Font objects (multi-line support, cleaned the API, etc..)And so many other things, that you should rather have a look at the Changelog http://olivierbiot.wordpress.com/2013/05/06/melonjs-0-9-7-the-mobile-edition/