Search the Community

Showing results for tags 'phaser 2'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 13 results

  1. Exoplanet Express

    Hey hey. We've just finished our new game - Exoplanet Express. It's a very distant Lunar Lander relative You need to deliver the cargo from point A to point B and try to get it there in one piece. There are 50 levels on 5 different planets. Each planet has it's own theme and offers new challenges. Simple trailer: Standard version: All levels unlocked: Feel free to drop us a line if you're interested in buying a license:
  2. 6 x 6 grid

    I need to know how to program a really simple 6x6 grid in Phaser - I can't figure out how to do it and I've been trying for ages! I am planning on further developing it with some friends later but I need to get this sorted first
  3. Hello, i am new to using Phaser, and i would love to know if i am able to use DOM elements within my Phaser stage (canvas). I have a div which is styled to look like a ball and i would like to use this ball in the phaser game to physicly bounce on any of the ledges i will define in the future. My question: can i use this DOM element to do so? Or should i use a sprite/image? Because whenever the ball hits any of the ledges, i want it to change color. (I know this is possible with sprites and sprite recoloring) Greetings, Regentix
  4. I've seen a gantt chart with a planned "phaser 2 to 3 migration guide" but now it seems to be deleted. I have a lot of 2.x code and I would love to migrate to 3.x in an ordered way. So, will there be any migration guide or should I just start seeing the examples and tutorials and figure out the best way to do it? It's nice to have such amazing library!
  5. is the Phaser 2 repo closed?

    I was about to file a bug report on gitHub and saw a notice that the repo is for Phaser 3 related issues only. So, is the Phaser 2 repo closed? The bug relates to the beginFill(...) and arc(..., true) methods see below. Perhaps this has been fixed in v3? Here is the issue... let myGraphic =,; myGraphic.beginFill(0xFF3300, 0.5); myGraphic.arc(0, 0, 135, game.math.degToRad(0), game.math.degToRad(90), true); let myGraphic =,; myGraphic.beginFill(0xFF3300, 0.5); myGraphic.arc(0, 0, 135, game.math.degToRad(0), game.math.degToRad(90), true); The issue may be reproduced with the above code using the bool direction parameter set to true [anticlockwise] together with beginFill(...). Rather starting the arc at due east 0º, the fill is begun from about 7º. Oddly if rendered using lineStyle(...) only and without beginFill(...) it draws correctly, beginning at 0º The same issue may be seen in the example at: -u
  6. I was wondering is there function in Phaser that will allow me to generate pixel data object from current Phaser Scene (cover the whole canvas or part of it) and pass this object in I don't know which form to the second Phaser Stage and display it as it is at certain position? Something like this: Or I just fall back to plain Canvas API and use ImageData object?
  7. I am struggling to make Phaser text field show special characters like these: [ {"str":"ā","codeValue":257,"analog":"-a", "analogCodes": [45, 97]}, {"str":"ī","codeValue":299,"analog":"-i", "analogCodes": [45, 105]}, {"str":"ū","codeValue":363,"analog":"-u", "analogCodes": [45, 117]}, {"str":"ṛ","codeValue":7771,"analog":"r.", "analogCodes": [114, 46]}, {"str":"ṝ","codeValue":7773,"analog":"-r.", "analogCodes": [45, 114, 46]}, {"str":"ḷ","codeValue":7735,"analog":"l.", "analogCodes": [108, 46]}, {"str":"ḹ","codeValue":7737,"analog":"-l.", "analogCodes": [45, 108, 46]}, {"str":"ṁ","codeValue":7745,"analog":".m", "analogCodes": [46, 109]}, {"str":"ṃ","codeValue":7747,"analog":"m.", "analogCodes": [109, 46]}, {"str":"ḥ","codeValue":7717,"analog":"h.", "analogCodes": [104, 46]}, {"str":"ñ","codeValue":241,"analog":"~n", "analogCodes": [126, 110]}, {"str":"ṅ","codeValue":7749,"analog":".n", "analogCodes": [46, 110]}, {"str":"ṭ","codeValue":7789,"analog":"t.", "analogCodes": [116, 46]}, {"str":"ḍ","codeValue":7693,"analog":"d.", "analogCodes": [100, 46]}, {"str":"ṇ","codeValue":7751,"analog":"n.", "analogCodes": [110, 46]}, {"str":"ś","codeValue":347,"analog":"'s", "analogCodes": [39, 115]}, {"str":"ṣ","codeValue":7779,"analog":"s.", "analogCodes": [115, 46]} ] People call them Sanskrit:IAST letters, romanic version for letters from Devanagari alphabet. Some of them are not show at all, apart from those that are near code 256. Ones that are bigger like 7773 or such are not shown. Which font should I use or are there some style settings I could use?
  8. I'm completely new to Phaser and am coming to it from a general Web Development background. I need to be sure I understand a few of the terms/nouns used when defining/answering "What am I looking at/rendering?". Currently, it seems to me that: State (as in the StateManager) - the difference between booting, loading, login, main menu, tactical game map, full-screen mini map Scene - the difference between the tactical map when the player is in sector A1 vs. B1 vs. C1 Level - really only related to game design and a subset of Scene changes World (Phaser.World) - little more than a container for everything in the game; mostly used to use the default Stage, bound the Camera, and potentially affect physics Camera - the portion of the Stage which is currently being rendered in Phaser's web browser element (e.g. using WebGL/canvas) Stage - the subset of the World which stores and controls renderable stuff 1. Am I correct that a tactical game map and a game minimap would be different State objects? 2. Going through the initial tutorial and looking at the paucity of World examples implies to me that the world is a relatively background object, only incidental to the game insofar as it is used as a method to bound the stage, camera, and physics. Is that really it, or is the World probably the key point to, for example, manage dynamically adding and removing data about nearby stuff in a particularly large game map? 3. Could a Scene be validly defined in the context of Phaser as "the set of things to be rendered"? If so, then what meaningful difference is there between a Scene and a World? Otherwise, is a Scene really more "about" the graphic/art/audio side of game design the way a Level might be mostly about the game mechanics, difficulty curve, and narrative flow? Looking at some videos of game creation with tools like Unity, "Scene" seems to have a fairly specific and technical connotation within the context of game design, but Google has not provided me any indication of exactly what that definition and connotation is. I do see that the Phaser 2 docs don't reference "scene". 4. Are there terms I am missing that I should make sure I understand because they might not mean quite what I think they mean (e.g. I expect the verb "render" to approximately mean "putting stuff on screen", and the noun "view" to mean something along the lines of "view" in MVC).
  9. Hey friends, I'm incredibly fond of Phaser and it's flexibility for making games, both big and small. The included Arcade Particles are really slick, too. One thing I really liked about 2.4.4 was that Particles.Arcade.Emitter.emitParticle enabled me to specify a key and frame when shooting a single particle out. Right now I'm making a platformer where I'm emitting a few deliberate particles at specific events. An example is below: All of my particles use the same sheet, but different particles can have different images, velocities, and lifespans. At the moment, I typically have to achieve this by doing: emitter.setXSpeed(dX, dX);emitter.setYSpeed(dY, dY);emitter.lifespan = someLifespan;emitter.emitParticle(x, y, key, frame); I'd prefer to have one emitter that I can pass parameters to individual particles. I could wrap emitParticle in a new function, but I was curious if anyone had a better solution I'm not aware of. I've also created a pull request for adding lifespan as an optional parameter to emitParticle as well. It's not exactly for the original intended use case of Emitter, but I think that would help developers in a similar situation to myself. Cheers!
  10. Multi-hitbox Phaser Button

    Hi all, I am trying to extend the Phaser.Button to have different hit-areas depending on it's state: this.onInputDown.add(() => {this._isDown = true;let tempPhaserFrame = game.cache.getFrameByName(key, frameDown);if (tempPhaserFrame instanceof Phaser.Frame) {this.hitArea = tempPhaserFrame.getRect();// this.hitArea.offset(-this.anchor.x * this.hitArea.width, -this.anchor.y * this.hitArea.height);console.log(this.hitArea);}});However, when I do this the button immediately gets unpressed once the hitArea is changed. Why is this? How could I achieve a variable sized button hit check? Thanks.
  11. So yes I did try to export for Android using Intel XDK/Crosswalk and the exported file was 20+ megabytes. Let just say I am building a variant of Tetris which is classic arcade game, contained of 80% code and alghorithm and 20 percent of assets, sounds/images/GUI. So you are expecting it to be less 5MB all in all. I mean when we talk about mobile and web games we think of small games. So building with Crosswalk aka 20+ megabytes of added weight seems silly. I also tried Cordova for Android but the build was sluggish. I have Nexus 7 with nVidia Tegra and Intel quad core processor. This seem damn stupid Should I bother with JavaScript builds for Android at all? How about JS builds for iOS or Windows Phone, or other smart phones? This leads me to building a game as a true/native non hybrid Android application and of course iOS app. Any thoughts about that Firefox OS thing?
  12. I am sure I miss something. I did this to scale my game to available space in my Nexus 7: window.document.addEventListener('deviceready', function (event) {'use strict'; WML.gameObject.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; WML.gameObject.scale.forceOrientation(true, false); WML.gameObject.scale.pageAlignHorizontally = true; WML.gameObject.scale.pageAlignVertically = true; WML.gameObject.scale.setScreenSize(true); console.log("deviceready " + event);});So yes this event is fired, I get the last log command printed in console. But still the game doesn't fit all into the screen. Anything I should consider further? Plus on my real nexus7 it also goes into protrait and landscape but want it only in landscape. I also have this line in my index.html <script src="cordova.js"></script>Does XDK imports is automatically or I have to include this script in my folder? Not sure where to find it?
  13. Hello. I searched some of the project templates in Phaser Gituhub but it seems the assets/images are not available for download. Can you please suggest me some link where can I find free to use finished Phaser game that I can convert into Cordova/Android mobile game just for testing purposes? I already started something with cordova and managed to deploy emulator and working environment. But when I run my game I just see the background color of index.html file. I assume the game is out of viewport so I kind of need help to understand what is going on. Also what docs/books can you refer me when speaking about Cordova/Phaser? There is nothing in the phaser docs.