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Found 17 results

  1. lesser-panda community

    Hi all, I'm a newbie at panda js and pixi js and I want to try using lesser-panda for my project because it look like lesser-panda still maintained. I got several problem that need to be discuses to. Is there any lesser-panda community for me to have some question and discussion? Thank you
  2. Animation FPS?

    Hey there everyone. Using Panda Im wondering how to slow down the default FPS in Animations. Currently i use loop to animate sprites. For(i=0, i<W1Height,i++){ W1.scale+0.1; W1.addTo(this.stage); Will run about 32 times, how to slow? Just use a smaller number than 0.1? Any ideas...
  3. Any SpriteSheet Tutorials

    Hey everyone, I've been developing with Panda for the last 3 months now. Great engine, I prefer to PIXI because of the long class names, makes it very easy to see what inherits from where. However I have become stuck with Spritesheets and Animations, Please could anyone point me in the right direction? //OFFICIAL DOCUMENTATION // Creates spritesheet with frame size 138x100 var spritesheet = new game.SpriteSheet('spritesheet.png', 138, 100); // Returns sprite using frame 0 from spritesheet var sprite = spritesheet.frame(0); sprite.addTo(this.stage); // Returns 15 frames long animation, starting from frame 2 var anim = spritesheet.anim(15, 2); anim.animationSpeed = 0.3; anim.play(); anim.addTo(this.stage); // Define animation frames with array var anim = spritesheet.anim([0, 0, 1, 2, 3, 2]); //=================================================================================// //PERSONAL ATTEMPTS //====================SPRITESHEETS=====================================// //=====================================================================// var SS = new game.Sprite('DALEKHASH.png'); //Dalek Standing var DalekS1 = SS.crop(157,1,58,123); //var DalekS2 = SS.crop(x,y,w,h); var DalekS1 = new game.Sprite; //var DalekS3 = SS.crop(x,y,w,h); var DalekS4 = SS.crop(x,y,w,h); //Dalek Up var DalekU1 = SS.crop(868,1,64,118); //var DalekU2 = SS.crop(x,y,w,h); var DalekU1 = new game.Sprite; //var DalekU3 = SS.crop(x,y,w,h); var DalekU4 = SS.crop(x,y,w,h); //Dalek Down var DalekD1 = SS.crop(157,1,58,123); //var DalekD2 = SS.crop(x,y,w,h); var DalekD1 = new game.Sprite;//var DalekD3 = SS.crop(x,y,w,h); var DalekD4 = SS.crop(x,y,w,h); //Dalek Left var DalekL1 = SS.crop(1232,1,89,115); //var DalekL2 = SS.crop(x,y,w,h); var DalekL1 = new game.Sprite;//var DalekL3 = SS.crop(x,y,w,h); var DalekL4 = SS.crop(x,y,w,h); //Dalek Right var DalekR1 = SS.crop(1133,1,97,115); //var DalekR2 = SS.crop(x,y,w,h); var DalekR1 = new game.Sprite; //var DalekR3 = SS.crop(x,y,w,h); var DalekR4 = SS.crop(x,y,w,h); //=======================ANIMATIONS====================================// //=====================================================================// //DalekRAni = new Animation (DalekR1,DalekR2,DalekR3,DalekR4); DalekSAni = new Animation (DalekS1); DalekSAni.animationSpeed = 0.1; DalekSAni.play(); DalekUAni = new Animation (DalekU1); DalekUAni.animationSpeed = 0.1; DalekUAni.play(); DalekDAni = new Animation (DalekD1); DalekDAni.animationSpeed = 0.1; DalekDAni.play(); DalekLAni = new Animation (DalekL1); DalekLAni.animationSpeed = 0.1; DalekLAni.play(); DalekRAni = new Animation (DalekR1); DalekRAni.animationSpeed = 0.1; DalekRAni.play(); //=====================STAGE MOVEMENTS==================================// //======================================================================// //This is where we add IF statement for MOVEMENT if (game.keyboard.down('UP')) DalekUAni.addTo(this.stage); else if (game.keyboard.down('DOWN')) DalekDAni.addTo(this.stage); else if (game.keyboard.down('LEFT')) DalekLAni.addTo(this.stage); else if (game.keyboard.down('RIGHT')) DalekRAni.addTo(this.stage); else DalekSAni.addTo(this.stage); zArray3.zip
  4. Hi there, I'm trying to get Panda.js running from node using the pandatool but unnfortunately I'm encountering some problems with building the app. This is what I have done sofar: > npm install pandatool -g> panda create project1> cd project1project1> panda buildwhich gives the following error: C:\git\pandatest\testproject\project1>panda buildBuilding project...C:\Users\rtpa\AppData\Roaming\nvm\v4.2.3\node_modules\pandatool\build.js:56 delete game.config.debug; ^TypeError: Cannot convert undefined or null to object at Object.module.exports.exports [as build] (C:\Users\rtpa\AppData\Roaming\nvm\v4.2.3\node_modules\pandatool\build.js:56:16) at Object.<anonymous> (C:\Users\rtpa\AppData\Roaming\nvm\v4.2.3\node_modules\pandatool\panda.js:7:17) at Module._compile (module.js:435:26) at Object.Module._extensions..js (module.js:442:10) at Module.load (module.js:356:32) at Function.Module._load (module.js:311:12) at Function.Module.runMain (module.js:467:10) at startup (node.js:136:18) at node.js:963:3Is this an error in the pandatool code or am I doing something silly... Any suggestions?
  5. html5 game engine for 2d sniper game

    Hi all! I'm new to this forum and also new to HTML5 game development. I've basics of HTML5 and JavaScript as my background. My game project is about 2d sniper game. For this, I've come across game engines like Phaser, Easel, Panda and Pixi. I completed the basic tutorial for developing games with Phaser and Easel. I checked out Panda (didn't go thoroughly) and turns out it also uses Pixi for rendering. My major requirement is a mobile camera to zoom and move my crosshair to the target. I would like to move the camera using mouse. For this, I think Phaser and Panda provides a great support with the camera object. But I wanna enhance my game dev skills so Phaser would not be a great choice since it focuses on fast easy development. With that said, I'm having problems with Easel. I don't know how to manipulate the camera and also I don't understand what the 'ticker' class in the docs does. I'm having troubles choosing one out of these. It would be very helpful if the someone having experiences using these game engines will help me out with some feedback or recommendations. I would like to thank in advance. Note: I'm sorry if this question has been already asked in this forum or my question is not valid. I just posted my question without searcing much
  6. hi all i 've created a small demo with panda.js,but not display anything on iOS iPhone (it works fine on Lumia 925); no missing assets. Here my config.js pandaConfig = { name: 'sotb', version: '1.0.0', disableCache: true, system: { width: 640, height: 400, webGL: true, hires:1, retina:false, scaleToFit: true, resizeToFill: true, scaleMode:"bicubic" }, debug: { enabled: true }, audio: { stopOnSceneChange: false }}; Panda.js 1.13.1Pixi.js 2.2.5Canvas renderer any suggestion? thanks!!
  7. I uploaded my game to a server, and the browser on my laptop see the game, income from the iphone and I see nothing. As I set to work on my iphone? Thanks.
  8. Hello! I'm new to this forum and I've been reading through different topics and looking for comparisons between the different frameworks but I can't decide where too go with this. I know how to program but I've never done games. I would like to know from experts voice and from people who already did projects like the ones i'm looking forward to develop which is the framework I should be looking at. I want to develop simple 2D games, nothing with too many design, games like space is the key or flappy bird. I want to be able to publish the games to google play and to the app store and also being able to add ads to he games to earn some money if possible. I've been looking at Phaser, PandaJS and Hexa. Which one do you suggest to use? Thanks,
  9. Panda ios memory problem

    hi!, I just have a weird problem, and just on ios (I think android gave more memory to browser resources). I have a dinamic game, with a dinamic map, so I generate a tileset of 26x25 tiles (100x100 each tile), and then I tried two things: that container, I convert to cache as bitmap, and when the player got to the final of that tileset, I cacheasbitmap = false the container, remove all sprites, and then add a new tileset (but from same tileset family, only change order, and all tileset are added on start), and make cacheasbitmap again, the other method I use, is instead of cacheasbitmap that tileset container, I add tileset too, but use the generateTexture() method, and to delete it, I use texture.destroy() method. The two methods works, I have 1 draw call per tileset instead of 400, so thats very nice. THE PROBLEM!!, is, no matter what I do, on ios, (on iphone 6 plus!! so it's not a limited ios device), when I generate, the 6 or the 7 tileset, the browser crash and restart, and I already check and have sure is this method that crash, because I try to only generate 5 of this segments of tileset, and then no generate more, only move on the last one, and the game don't crash, so I think, whatever I do, removing this sprites, or destroy the texture, I think the engine doesn't really remove from memory, have someone this problem before?? really thanks!
  10. Hi. All, I have this script (use debugdraw to see the shape). When I use Panda 1.12.0 it is working properly. But when I switch to Panda 1.13.1 the collision functions are not called. Is this bug or something? Thanks. game.module( 'game.main').body(function() {game.createScene('Main', { init: function() { this.world = new game.World(0, 100); var f=new game.Food(); var m=new game.Monster(); }});game.createClass('Food', { init: function() { this.radius=9; this.body = new game.Body({ position: { x: 320/2, y: 100 }, velocityLimit: { x: 300, y: 800 }, mass:1, collisionGroup: 1, collideAgainst: [0] }); this.body.velocity.y=-100; this.body.collide = this.collide.bind(this); var shape=new game.Circle(this.radius); this.body.addShape(shape); game.scene.world.addBody(this.body); game.scene.addObject(this); console.log(this.body) },//end Init() collide:function(opponent){ console.log('Collision! On food') }});//End Class 'Food'game.createClass('Monster', { init: function() { this.radius=15; this.body = new game.Body({ position: { x: 320/2, y: 300 }, velocityLimit: { x: 0, y: 0 }, collisionGroup: 0, collideAgainst: [1] }); this.body.collide = this.collide.bind(this); var shape=new game.Circle(this.radius); var rshape=new game.Rectangle(40,40); this.body.addShape(rshape); game.scene.world.addBody(this.body); game.scene.addObject(this); console.log(this.body) },//end Init() collide:function(opponent){ console.log('Collision!') }});//End Class 'Monster'});//End bodyPS: Sorry for my english.
  11. I'm trying to scale one of the pandajs demo games to fit a parent container on a webpage, I've been trying to use: game.scene.stage.scale.set(0.5,0.5), where my thinking was that I would have to calculate the scale factor using the difference between the parent's dimensions and the game's resolution. This doesn't feel like the right solution. I also have to scale the game for each scene, which also doesn't feel right. I'm not sure if I'm missing some kind of feature like phaser where you can state the game's parent then set the game to "SHOW_ALL" or something? I'm really trying to get the hang of Pandajs seems like a cool framework. Any help would be really appreciated.
  12. Play [fullscreen, any device] Our humble attempt to create game with Jelly Splash game mechanic which is my favourite among all match3-like games. Game was intentionally developed as simple witouth many features. I wanted to see how html5 publishers will accept this game. But we are going to develop sequel with levels map, different tasks and all that stuff. So we need your feedback to polish this one and use it as base for sequel. Game was exclusively licensed by SoftGames and available there also - http://m.softgames.de/games/play/pandalicious Thanks in advance!
  13. Hello guys, I'm trying to get this code working: game.module( 'game.main').require( 'engine.core').body(function() { game.addAsset('box.png'); eNemies = game.Class.extend({ init: function(vel, px){ this.containerEnemies = new game.Container(); this.containerEnemies.addTo(game.scene.stage); this.sprite = new game.Sprite('box.png',px,500,{anchor: { x: 0.5, y: 0.5 }}); this.sprite.interactive=true; this.sprite.addTo(this.containerEnemies); this.sprite.touchstart = this.sprite.click = function(){ this.remove(); } }, update: function(){ if(game.system.paused != true){ speedRandom = Math.floor(Math.random() * 280) + 100; this.sprite.position.y -= speedRandom * game.system.delta; } }, remove: function(){ game.scene.removeObject(this); } });game.createScene('Main', { backgroundColor: 0x44cce2, init: function() { eNemiesArray = []; i = 0; createEnemies = function(){ posXrandom = Math.floor(Math.random() * 500) + 1; this.eNemiesArray[i]=new eNemies(120,posXrandom); i++; setTimeout("createEnemies();", 250); } createEnemies(); }, });Enemies creation is working, enemies onTouch event also, but the update function, to move every enemies seems to not work, can you help me to understand what's wrong? Thank you
  14. [Panda] Crazy Bricks

    Hi, I'm newbie in development of games in HTML5. During this weekend I made my first HTML5 game with Panda game engine. It's quite simple, your goal is to build the tallest tower from various bricks and let building stands as long as possible. Game using p2.js plugin for physics. You can play it here: http://crazybricks.clay.io Thanks to @enpu for great work around Panda engine.
  15. I am using flaying dog to learn panda. I have made some little changes in the game by my own but i cant figured out how to use diferent sprits when the object crashes and when the object land. Any help?
  16. First of all, this is my first post (in fact, a topic) and I didn't know where to ask for this, so please don't be to hard on me. Having said this, I explain my problem. I googled around and I see "node.js" everywhere. I though panda.js was a framework for including it into a web page as any other game engine around (like Phaser and such, that you use a script tag to include it). I've got Apache as web server, can I make panda work? Am I missing something? Thanks in advance. Leo.
  17. How to change the ingame font

    How do i change the ingame font? I tried to create a .fnt file with the app called BMFont I then loaded it as an asset and in the game BitmapText methods i called my font instead of the "Pixel" font The result was that the game never loaded But i didnt get any errors in the javascript console..