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Found 117 results

  1. Hello guys, I lost my other html5gamedevs account @Nicholls but I want to share with you guys my new contribution to Phaser 3, a web component to integrate Phaser with any other Framework (Angular, React, Vue.js, etc): https://github.com/proyecto26/ion-phaser This is very useful because you don't need to manipulate the DOM directly using ids and you can use Phaser like any other component. From the GitHub repo you can find some examples, also check from Codepen too: https://codepen.io/jdnichollsc/full/oRrwKM Regards, Nicholls
  2. Looking for someone/team to help us create templates in Quest.ai. We're an IDE that works on Phaser 3 where we easily create timeline animations, sprite sheets, audio sheets, simple interactions, etc. We offer templates that our customers can customize by using us. Finding it hard to create templates and work on the product at the same time so looking for help. Ideally looking for someone or a team that has multiple existing game projects that can be repurposed into templates for our system. This is absolutely a paying a gig where we pay up front for you to create it in Quest in a way that our users can reuse it. Might not be for all but hoping to find someone with many games behind their belts. www.quest.ai I'm the head of design /co-founder of Quest. I can potentially help with the design / reskinning of things depending on the projects. Thank you and please reach out ASAP as we're looking to produce these soon. This also isn't a 1 person fits the position type thing. We'll have to review your game experience and concepts before starting. Thanks and really looking forward to working on collaboration on some fun stuff. (Attaching an example of a design I have that needs to be coded in Quest)
  3. I am starting out with Phaser/ Phaser 3, so bear with me. I am trying to make a mobile game with viking ship going up a river. the ship will always be moving forward, I wish to have a virtual tiller which the user will touch and drag to angle the ship left and right. I.e Changing the angle which the tiller is displayed on the screen, the more severe the angle the faster the boat will turn. Currently I change direction with the arrow keys on the keyboard. I tried adding it as a button, but got the error message add.button is not a function. Can anyone suggest where to begin this process? i.e add the tiller and allow it to tilt (I will be recording it's angle to determine how much to turn the boat). Attached is a image of the what I mean by tilting.
  4. I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what other components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful for any collaboration. Available at GitHub and npm
  5. Hello, I am making a top down zombie shooter in Phaser 3. I am using the moveToObject function to make zombies follow the player. Now I want to make healthbars for the zombies. I have read that you can use containers to make the enemies and healthbars move together but I am having trouble to move the container with moveToObject. Is it possible to move a container with the moveToObject function or should I use something else instead?
  6. I am trying to invoke getConnectedScores method in facebook instant games plugin in phaser this.facebook.once('getleaderboard', function (leaderboard) { this.leaderboard = leaderboard; console.log(leaderboard); leaderboard.getPlayerScore(); this.leaderboard.on('getconnectedscores', function (score) { console.log(score); }, this); this.leaderboard.getConnectedScores(); }, this); this.facebook.getLeaderboard('Omi-game');
  7. I have an enemy with a health bar. I want the health bar to move with the enemy. To do this I have made a container like this: var container = scene.add.container(x, y, [enemy, healthBar]); This work just as expected, the problem is when I try to move the container with moveToObject like this: scene.physics.moveToObject(container, player, speed); This does not work at all. How do I solve this?
  8. hi guys I have a Construct 2 Project i want to transfer it to phaser 3 any idea ! hope someone can help asap thank you so much
  9. I recently made a pop-up menu for my game which pops up after pushing a button. The problem is now that I need to figure out how to make a function that closes the menu. Here is the code: this.input.keyboard.once("keydown_D", event => { var StoreWindow = this.add.image(0, 0, 'StoreWindow').setOrigin(0); var backbutton = this.add.image(32, 34, 'backbutton', 0).setOrigin(0).setInteractive(); var testButton = this.add.image(64, 110, 'testButton', 0).setOrigin(0).setInteractive(); var storeContainer = this.add.container(32, 70, [ StoreWindow, backbutton, testButton]); storeContainer.setInteractive(new Phaser.Geom.Rectangle(0, 0, StoreWindow.width, StoreWindow.height), Phaser.Geom.Rectangle.Contains); this.input.setDraggable(storeContainer); storeContainer.on('drag', function (pointer, dragX, dragY) { this.x = dragX; this.y = dragY; backbutton.on('pointerup', function (storeContainer) { this.deletecontainer(true); }, this); }) .setScrollFactor(0) .setDepth(30);
  10. 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!
  11. I am creating a game in phaser 3 where I need to work with texture atlas. There are no useful tutorial available online and I have no idea how to even start. So here are my questions. 1) How to load a JSON atlas and draw images from it? 2) How to randomly select a texture from the atlas and draw it? Note : While packing my textures I selected JSON array option. Some tutorials which I found online. LoadingTextures RandomTexture AddingAtlas
  12. I am making a top down zombie shooter and I am using the moveToObject function for the zombies to follow the player but as you can see, as soon as the player walks behind a wall the zombies get stuck. Is there an easy way to fix this issue?
  13. Hi! I'm doing a school assignment about Phaser and I was wondering can someone explain the differences in Phaser 2 and Phaser 3 physics engines? Phaser 2 has: Arcade, P2 and Ninja physics and I know pretty much the differences in them. Phaser 3 has: Arcade, Impact, Matter and Multi physics, I guess the arcade is the same as in Phaser 2, but what about impact and matter? Can someone smarter than me explain how these work? Thank you in advance!
  14. so I created a spritesheet online and and added to my game. but some sprites are small in size so how do I change the size of sprite: { "filename": "Attack__004", "frame": { "x": 1, "y": 1951, "w": 111, "h": 96 }, "rotated": false, "trimmed": true, "spriteSourceSize": { "x": 9, "y": 5, "w": 111, "h": 96 }, "sourceSize": { "w": 120, "h": 110 }, "pivot": { "x": 0.5, "y": 0.5 } }, I don't know which one is the height and width of image. So do can I resize the image inside the json file or I must manually resize and pack it again? Btw, I used this tool http://free-tex-packer.com/app/ (no PC to use texture packer :-) ) Thanks in advance
  15. Hey everyone, I looked around for details on this but I am trying to determine the difference between the Physic types: Arcade, Impact, Matter to see what would be best for my type of game or to experiment with. I read in the Dev blogs that "Arcade" was meant for very simple physics in a game, while somewhere else I read that "Matter" was meant for debugging... I would like to know what the real differences are and which would make the most sense for a given game type. Does anyone know what the differences between the Physic types are? Thanks!!!
  16. Hey guys, I have searched all over to figure this our but no luck. How do I enable the debug to show the bounding/collision boxes on sprites in Phaser 3? this was pretty easy to do in Phaser 2 but I dont see any docs on how to do this for 3. Thanks!!!
  17. let width = this.game.config.width; let height = this.game.config.height; let startGameText = this.make.text(findGameButtonText).setOrigin(0.5, 0.5); let startGameButton = this.add.sprite(0, 0, 'ui-spritesheet-blue', 'blue_button00.png'); let startGameContainer = this.add.container(0, 0, [ startGameButton, startGameText ]); startGameContainer.setSize(190, 50).setInteractive(); let optionsText = this.make.text(menuOptionsButtonText).setOrigin(0.5, 0.5); let optionsButton = this.add.sprite(0, 0, 'ui-spritesheet-blue', 'blue_button00.png'); let optionsContainer = this.add.container(0 + 200, 0, [ optionsText, optionsButton ]); optionsContainer.setSize(190, 50).setInteractive(); let mainMenuButtons = this.add.container(width / 2, height / 2 + 200, [ startGameContainer, optionsContainer ]); mainMenuButtons.setSize(width, 50); Options for texts export const menuOptionsButtonText = { x: 0, y: 0, text: 'Options', style: { fontSize: '16px', fontFamily: 'Monospace', color: '#ffffff', align: 'center', shadow: { color: '#000000', fill: true, offsetX: 2, offsetY: 2, blur: 8 } } }; export const findGameButtonText = { x: 0, y: 0, text: 'Start game', style: { fontSize: '16px', fontFamily: 'Monospace', color: '#ffffff', align: 'center', shadow: { color: '#000000', fill: true, offsetX: 2, offsetY: 2, blur: 8 } } } I can not understand why the text "Options" is not displayed
  18. Description: Sushi Chef is puzzle game for sushi and puzzle lovers that test your eyes and your hand movement coordination. In this game, you play as new sushi chef at the sushi restaurant that have firm employer who will fire you if you fail to please the customers. Your job is to match three or more similar sushi while you try to fill up customers sushi’s orders that visit your restaurant in limited time that given to you. You have to pleased your customer before they lost their interest to eat and leave the restaurant unsatisfied. If you fail, your employer will fire you or make you back to lower level. But if you success, your employer will promote you to run another sushi restaurant. Enjoy and challenge yourselves in this addictive game, get more promotion from the employer so you can run various sushi restaurant and be famous as great Sushi Chef. Play Store https://play.google.com/store/apps/details?id=com.redfoc.sushichef Can this game will be added to Phaser game showcase? Thank you!
  19. Hey together I am trying to add a collision to my line in Phaser 3, but as I read, it is not possible to add physics to a line in Phaser 2. Is this still a thing with Phaser 3 and if yes, has someone a idea how to add a collision to the line properly?
  20. Hi Everyone, I want to create same thing like this in phaser 3 using graphics library or by any other way. I cannot find compatible code for replacement in graphics library. Any help will be highly apprecited https://codepen.io/kangax/pen/dajwE Many Thanks
  21. Try my christmas event game. http://game.nostia.com very short, one button game. Press spacebar or mouse/touch to Jump. jump higher when holding button. Goal is this gift bag. You can see ending CG when you get gift bag Thank you for playing.
  22. I am trying to make a snow effect on the main menu using the particle emitter but particles spawn way to fast. I have this code: var particles = this.add.particles('snow'); var emitter = particles.createEmitter({ speedY: { min: 15, max: 40 }, gravityY: 0, scale: 0.2, quantity: 1, lifespan: { min: 28000, max: 30000 }, emitZone: { source: new Phaser.Geom.Line(-20, -100, 820, -100 )} }); And quantity is only one, so I do not know how to fix this.
  23. Hi First time posting on this forum and using Phaser 3. I am having some issues with collision between two objects which seem overlap if the player is moving left or right. However the player can jump on top of the object without going through it. Any help would be greatly appreaciated. My Code: Main Class let phase; let plr; let config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: true } }, scene: { preload: preload, create: create, update: update } }; phase= new Phaser.Game(config); function preload (){ this.load.image('Ground','src/assets/Tiles/ground/ground01.png'); // this.load.image('bg1','src/assets/BG/BG.png'); // this.load.image('fox','src/assets/Object/Mushroom_1.png'); } function create (){ this.add.image(500,100,'bg1').setScale(1.50); plr = new Player(); platform = this.physics.add.staticGroup(); platform.create(191,550,'Ground').refreshBody(); platform.create(319,550,'Ground').refreshBody() platform.create(420,550,'Ground').refreshBody() platform.create(800,550,'Ground').refreshBody() this.physics.add.collider(plr.sprite,platform); //this.physics.add.collider(plat.sprite2,plr.sprite); //this.physics.add.overlap(plr.sprite,plat.sprite2,null,plat); // console.log(plat.sprite2); console.log(plr); cursors = this.input.keyboard.createCursorKeys(); } function update(){ if (cursors.up.isDown) { plr.jumpM(); } else if(cursors.right.isDown){ plr.rightM(); } else if(cursors.left.isDown){ plr.leftM(); } else if(cursors.down.isDown){ plr.sprite.y +=10; } } Player Class class Player { constructor() { const playerSprite = game.physics.add.sprite(300, 600, 'fox'); playerSprite.setCollideWorldBounds(true); playerSprite.setOrigin(0, 0); playerSprite.setGravity(0, 450); this.sprite = playerSprite; } leftM() { this.sprite.x += -3; } rightM() { this.sprite.x += 3; } jumpM() { this.sprite.y += -5; } getYV() { return this.sprite.y; } getXV() { return this.sprite.x; } }
  24. I have this code: scene.physics.add.overlap(spears.children.entries[numberOfSpearThrowerMachines], platforms, stopSpear, null, this); function stopSpear(number) { spears.children.entries[number].setVelocityX(0); } I am trying to send a parameter to the function stopSpear when calling it. Like this: scene.physics.add.overlap(spears.children.entries[numberOfSpearThrowerMachines], platforms, stopSpear(numberOfSpearThrowerMachines), null, this); but this does not work obviously, so how do I do it instead?
  25. Game Link: Vocab RPG Vocab RPG is an Online RPG about catching Monsters & collecting Vocabulary Cards! Features: Open world with unique zones to explore MMO: Online multiplayer Monsters: Hunt, battle, and catch many unique monsters! Crafting: Collect different resources and use them to craft items & consumables Language Learning: Unlock vocabulary cards! Currently 4 vocabulary languages to choose from: Chinese, German, Japanese, Russian Overview: In Vocab RPG, you have all the elements of a monster-focused RPG: Hunting, fighting, catching, levelling, crafting, etc. But for every action that you take in the game, it will show you a vocabulary card! As a consequence, the more words you know, the stronger you also become in the game. The game starts very slowly with only 3 words unlocked. But as you progress in the game, you can unlock more cards and expand your vocabulary - at your own pace. Difficulties: To take into account different learning preferences, you can pick your challenge by choosing from 4 difficulty settings: - Normal: Wrong answers reduce your monster's attack or consumables (such as potions) by 25%. - Casual: Even if you answer wrong, you will attack and operate at 100% effectiveness. In other words, you see the cards but there is no consequence for answering wrong. - Hardcore: When you answer wrong, your monster's attack will fail! So answering wrong means 0 damage dealt. - Off: I also want people to enjoy this game, even when they are not really in the mood for studying vocabulary cards right now.... select 'Off' and you will not see any vocabulary cards in the game! Platform: Thanks to the power of Phaser 3, you can play this game on any device in your browser. No installation required. The game is mobile optimized, so whether you play on your laptop or phone / tablet, is only a matter of your preference. Game Link: If you are interested in trying the game, you can jump right into it: Vocab RPG Feedback: Any feedback is much appreciated! We also have a Discord server for the game where players are exchanging ideas, reporting bugs, and giving feedback: Vocab RPG Discord Credits: The game uses a lot of CC0 assets (like the monster sprites in this post) from various artists. I keep a list of all used assets here (which is also accessible from directly inside the game): Credits List