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Found 3,377 results

  1. PSKandid

    Railways of Love

    Hi everyone! We made our first game with help of Phaser 2. And it is now available on mobile. iOS: https://itunes.apple.com/us/app/railways-of-love/id1409113518 Android: https://play.google.com/store/apps/details?id=com.provodnik.wagon Description An interactive road novel about love and fate in the tradition of the Russian classics. Train wheels click-clack monotonously. Two people - a man and a woman - go back home from the city of the future. They have feelings for each other. They are doomed to part. You can change their destiny and help the protagonists confess their love. It’s impossible to do the very first time, but every successive attempt will reveal more about the protagonists’ background, about the world controlled by Progress-program and unlock additional ways to influence their conversation. The importance lies in every small detail of the dialogue: blinking light, the spikehead outside the window, music in the next compartment. You will have to come up with the right sequence of such small details to finally… And it is tempting to say – make the protagonists happy. But what is happiness? What sacrifice should be made to find it? Is it possible at all? Answers to such questions may turn out to be unexpected. Some promo codes Android: 9CZ1PTNCXLP5MH9LT2B40Q7 FTJCDRTZHM7WH3QE7NPQZU2 DSB368LR4MEU22W9GRF2J3E LTWRXYYXRZV0N5ATFFVDWBE iOS: FX74MPNA9W3F 7EPLH493NN44 MWMHW6PA394K 4ELTFRTYJHRM P. S. This forum helped us a lot during the long development period. Thank you guys! And special thanks to Richard for Phaser. It is such a great tool.
  2. In many strategy games it's common that the world is larger than what you see on the screen, and the user will "drag" themself around the level to move around the world. How can I implement this in Phaser? I've seen examples to drag sprites within a level, but not to drag basically the camera view itself. Something like this example: http://examples.phaser.io/_site/view_full.html?d=world&f=fixed+to+camera.js&t=fixed%20to%20camera but where you are moving by dragging with either the mouse or the touch instead of the arrow keys
  3. How to call a function correctly checkDown ? Now it shows an error that this function was not found. main.js function checkDown() { if (CAN_CLICK) { CAN_CLICK = false; last_pointer_position.x = game.input.activePointer.worldX; last_pointer_position.y = game.input.activePointer.worldY; setTimeout(function () { CAN_CLICK = true; }, 200) } }; game = new Phaser.Game(_GLOBAL.Width, _GLOBAL.Height, Phaser.CANVAS, 'game'); game.state.add('menu', gameCreate); game.state.start('menu'); gameCreate.js var gameCreate = { preload: function () { } create: function() { var self = this; this.game.input.onDown.add(self.checkDown, this); }
  4. Hello, So I actually have the following code that works: var player; var box_tnt; function create (){ this.physics.add.collider(player, box_tnt, hitTnt, null, this); } //the function hitTnt stop the game because the player died function hitTnt (player, boxes){ this.physics.pause(); player.setTint(0xff0000); player.anims.play('default'); gameOver = true; } and I want to do something like: var player; var box_tnt; function create (){ this.physics.add.collider(player, box_tnt, hitTnt, null, this); } //the function hitTnt stop the game because the player died function hitTnt (player, boxes){ gameOver(); //other stuff here } function gameOver (){ this.physics.pause(); console.log('Game Over!'); textGameOver.setText('GAME OVER'); player.setTint(0xff0000); player.anims.play('default'); gameOver = true; } but I have the following message: Do you have please any ideas how to do it properly?
  5. Hello! I am using the following code (which is a simplified snippet in order to make it more readable): which is a simplified snippet in order to make it more readable var player; var box_tnt; function create (){ this.physics.add.collider(player, box_tnt, hitTnt, null, this); } //the function hitTnt stop the game because the player died function hitTnt (player, boxes){ this.physics.pause(); player.setTint(0xff0000); player.anims.play('default'); gameOver = true; textGameOver.setText('GAME OVER'); } Actual comportment: when the player hit the bomb: player die; end of the game Desired comportment: when the player hit the bomb: the bomb wait 3 secondes and then explode ! If the player is too close he die. But I stuggle a lot to use a timer even after reading a lot of example in the forum I am a newbie concerning Phaser so I didn't succeed to it so far. Any help would be appreciated, thank you in advance!
  6. Hey! 👨‍🚀 I have been experimenting with Phaser for a while now and started a project like a year ago. It was a real time top-down rpg game where I ended up spending a lot of time trying to put together some fun combat mechanics. My visions for that project grew pretty big and I wanted to do something more short-term and I had been thinking much about creating some point and click adventure based on real photographs because I knew so many fine and inspiring places nearby that I could use as environment instead of having to bother spending a lot of time in creating graphics that I never get satisfied with anyway. So I started coming up with a story and went out some weekends this autumn with my Honor 8 mobile camera — yes, this is going to get real low budget 😏 — and collected some image material in locations that I found suitable. There is everything from dark pine forest to more open rocky areas, mountains and beech woods. There is even some material captured from the ruins of an old abbey! These images would then be sorted out to form the kind of game world I wanted. This is a process which I'm still engaging in, but I've started to make out how the first part of the game are going to be. Introduction The forest is spoken of as a place of magic and strange experiences. Still, there are no roads disturbing its ancient splendor. Although traces of some human inhabitants do exist, their wisdom and practices have since long been laid to rest by the passing of time and the power of nature. Some say their spirits still reside there and attempts have been made to unravel the mystic forces witnessed by people of recent times. After losing your friend during a camping adventure in the remote forest — you are contacted by the spirits of the land. You gain knowledge about a conflict between the supernatural powers that resides in the area. Dark forces have risen against the forces of light since a sorcerer came to dwell within the deep of the woodland. He has taken your friend as a human sacrifice. Will you find him before the night of ritual and restore peace to the forest? 💁‍♀️ Gameplay As can be read in the little introduction; the game is going to be about encountering dark powers. 🧛‍♂️ So there are areas in the game which you will have to clear of the darkness before working there or continuing to the next area — otherwise you'll go dead/mad/asleep-to-wake-up-later-having-wasted-a-lot-of-time or something. So in relation to this; an early idea for the game was to have some kind of mechanic where players have to draw magical incantations from a spell book. 🧙‍♂️ This is achieved by using a JS lib that makes it possible to draw vectors and compare vectors. The result is the matching percentage of the vectors — so in that way I can adjust difficulty and maybe also set different requirements for matching by shape. To make this drawing stuff more challenging; when the player are drawing in these dark areas — the canvas will shake and randomly erase lines you just drew and stuff like that. The first spell will be a lesser banishing spell to clear out the early dark areas. Then other spells will be added to solve greater problems in the game. Another mechanic that I'm developing is actually an idea I came up with for the previous Phaser project which I wrote about in the beginning. This mechanic is based on dowsing. So the player will have a crystal pendulum as a tool when finding clues and information. The pendulum can be dragged around the area and will move in different ways depending on what secrets can be revealed in that certain place. The key to interpret the pendulum will also be in the spell book I guess. 💁‍♀️ So these are two mechanics that is under development along with the first part of the game. Some video teasers of how this will look can be found here: Project Page with Demo Videos Another thing is that the gameplay will have a time aspect. So you will always have to return to the camp when it's getting dark because at night; all the areas in the game will be dangerous to be in, just like the areas affected by dark magic during the day. Below you will see some images of the stuff I just covered. And here is a link to my website and twitter where further updates about the game and the development process which probably will be pretty slow: http://www.heavyrealm.se/ https://twitter.com/jonteferm I imagine I will work more on the game if I also sometimes tell other human beings what I am doing.
  7. We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top. The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance. You can play now at https://exocraft.io, and any feedback is greatly appreciated!
  8. ChetD90

    I can't get my scenes to load

    My scenes with the maps I created are not loading in the browser. To get an overview of what is going on, I am creating a game RPG like game that that has a top down view of the character. The game I am making requires the character go into a store and buy some items. I think I may have found a solution for the problem of switching between maps using multiple scenes. However, the problem now is that the map isn't loading and when inspect the game in chrome an error message that reads "Uncaught Reference Error: SceneA not define at index.js: 19". I thought that I set up the code correctly. But see what I did wrong, so I will include the js file since it is over 360+ lines of code. index.js
  9. BM107

    Browser support for Phaser

    Hello, Please can someone tell me whether Phaser games will work well in IE9? As phaser uses webGL, I assumed it won't work in IE9 as webGL is not supported by IE9. But still I was able to open a few of the phaser games in IE9. I just want to get an overall analysis of browsers supporting phaser games.
  10. I do everything by the example : this.pauseBtn.on('pointerdown', function (event) { timer = this.time.addEvent({ delay: 10000, callback: hidePopup, callbackScope: this}); }); When compiling it issues an error : Uncaught TypeError: Cannot read property 'addEvent' of undefined. How to fix it?
  11. I am making a top down RPG styled game using Tiled and Phaser 3. I have already made a map in Tiled for the city and store. Also, I have already set the objects for the location of the store where the player is suppose to go in order to enter the store and the location where the player is supposed to appear. The thing I am having trouble figuring out the code I am suppose to use in order to facilitate this action, as well as going back to city map. One more thing, If there are any other ideas on how to go about this I am all ears.
  12. sagar

    Load Sound Using AJAX

    How to load sound in a game at runtime using ajax call
  13. Draw a route through each floor to capture the numbers within! Play through 30 hand-designed levels, or test your skills in an endless procedurally-generated dungeon! It's the weird, niche puzzle game you've always wanted. Play it here! This game started as a doodle in a notebook 2 years ago, and has finally come to life. This is the first game for which I've made the design, code, art, and music all by myself, and I'm elated with how well it turned out! I'm especially proud of the procedurally-generated levels, which are interesting and challenging even for me!
  14. StarMines is a space shooter inspired by old classics like Asteroids and Omega Race. You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship. The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works 🙂 On touch devices, there are different options for touch controls which you can choose from the top-right pause menu. The game URL: https://smtng.jpkware.com/ New version on Jan 20, 2019: - music and ship upgrade sound added, reduced overall volume - ask for player name when always when starting a new game, changing name will reset progress - automatic 5 second shield for each 4 Bonusoids collected - more info messages on ship upgrades New game play video with music, and showing the new shield: Screenshots: A couple of YouTube videos: The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE. I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months. Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money 🙂 All kinds of feedback welcome, for example: Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well. Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps What do you think about the different control options? What could be improved? Ideas for new enemies, bonuses or weapons which would fit the theme?
  15. Guppy Gem

    Guppy Gem

    Game Link: Guppy Gem About the game: Guppy gem is a maze game where guppy moves through a maze to reach the gem while avoiding moving obstacles. Play the game at http://www.hiteagames.com/ Video Imgur: https://imgur.com/mM9NqUa Youtube: https://youtu.be/SROEl_P29Vg This is my first time making a game. Enjoy!
  16. I'm currently working on a project myself. Basically as a hobby. Yet I feel it might have potential someday. Therefor I'm willing to invest in myself and this game by hiring help. The goal is to help and guide me. Not to make the game. Obviously I might be helpful if you can provide snippets or classes when I'm really struggling I guess the skills needed are; Phaser 3 TypeScript webpack something about nodejs; express / socket.io I can pay in various ways. Either just cash (transfer, paypal whatever) or help and guidance in things I'm actually good at; (PHP, hosting, devops).
  17. Hey! Did anybody compare Phaser and pixi for performance? We're going to make isometric game. bottom line is about objects you could render per screen. What do you think? What to choose? Phaser 2, PIXI, or maybe Phaser 3? Need the canvas renderer of course, not webgl. Update: I've the same question in the phaser slack channel. It seems that the PIXI would be better for isometric game then Phaser 2.
  18. Hi, I am working on a phaser project in where the platforms are randomly generated. I followed: but now I'm having an issue making the platforms immovable, getting an undefined error: platforms = game.add.group(); platforms.enableBody = true; for(var i = 0; i < 15; i++){ createUniqueLocation(); } platforms.sort(); function createUniqueLocation(){ do{ var x = game.math.snapTo(game.world.randomX, 32) / 32; var y = game.math.snapTo(game.world.randomY, 32) / 32; if(y > 750){ y = 500; } var idx = (y * 17) + x; } while(locs.indexOf(idx) !== -1); locs.push(idx); platforms.create(x * 32, y * 32, 'platform', game.rnd.integerInRange(0,7)); } I saw something sort of similar where they made a function outside of the phaser canvas, whats the best way to make the platforms immovable? Thanks
  19. playh5

    Crossword Connect

    Hi guys I'm showcasing my phaser game here. It's a game like word scapes. Please enjoy thanks! Game name: Crossword Connect Appstore: https://goo.gl/MEsbW2 Web: https://www.crazygames.com/game/crossword-connect Framework: Phaser CE Looking for a paid work.
  20. B3L7

    Eternity Pilot

    Eternity Pilot is a mobile game made using Phaser 3 and Cordova. It is my first published game and it would have been totally impossible without Phaser and this amazing community! For now it is only available on Android but I am hoping to have an iOS version in the near future. I have a sign up on the site linked below to receive a notification when the iOS version comes out. Play Store https://eternitypilot.com Gameplay Video
  21. Xellpher

    Black flashes between game states

    Hi, I've encountered a strage problem while building a little, mostly static mobile game using Intels XDK, Cordova and Phaser (2.4.6). It's targeted at Android and uses the Crosswalk web runtime. I basically followed Matt McFarlands menu tutorial, and created States to do stuff like booting up, loading all assets, showing a splash screen, showing a menu, the levels etc. I'm using one Phaser.Graphics object per State to draw on (my game only needs a few geometric items). Additionaly I'm using the SaveCPU plugin to avoid unnecessary render cycles. Unfortunately removing it doesn't seem to remove the flashing problem. The stage.background is set to white, in the HTML part backgroud colors are also set to white. When moving from one State to the next I nevertheless get strange black flashes after entering the new State. Sometimes they cover the whole viewable area, sometimes they seem to be a black rectangle originating at the canvas center and covering only the lower right quadrant. I only get those flashes on mobile devices, they don't happen in a browser on a PC. I also observed that they seem to appear only after I add the Graphics object to a State, States whithout Graphics objects don't flash. Unfortunately I wasn't able to find out when exactly a flash occurs, but it seems to be either in or before/after init(), preload() or create(). The typical structure of my States looks like that: MyState = function () {} MyState.prototype = { init: function () { game.stage.backgroundColor = "#FFFFFF"; this.graphics = game.make.graphics(0, 0); // do some more stuff, initialise variables etc. }, preload: function () { this.graphics.alpha = 0; this.graphics.width = game.global.canvasWidth; this.graphics.height = game.global.canvasHeight; // do some more stuff }, create: function() { // do some more stuff game.add.existing(this.graphics); // do some more stuff, set up input handlers etc. // graphics fade in game.add.tween(this.graphics).to({alpha: 1}, 1000, Phaser.Easing.Quadratic.Out, true); // rendering was set to 60 FPS in the previous state (probably unnecessarily), // as long as there are active tweens forceRender() of the SaveCPU plugin is called in update() game.global.saveCpu.renderOnFPS = 0; }, update: function () { if (game.global.saveCpu.renderOnFPS === 0 && game.tweens.getAll().length > 0) game.global.saveCpu.forceRender(); }, render: function () { this.graphics.clear(); // draw stuff like menu buttons game pices etc using graphics drawing methods }, // [ ... more methods for state specific stuff ... ] moveToNextState: function (stateName) { // fade out the graphics and move on to the next state game.global.saveCpu.renderOnFPS = 60; var theEndTween = game.add.tween(this.graphics).to({alpha: 0}, 1000, Phaser.Easing.Quadratic.Out, true); theEndTween.onComplete.add(function () { game.state.start(stateName, true, false); }, this); } } So I wonder if anybody has an idea about what causes the flashes and how I may avoid them?
  22. Jacobboogiebear

    Area of screen the slows physics

    I need an area where like half the screen will only do 50% the normal physics calculations! This will be useful for items inside water areas
  23. MC_CatMaster

    Collisions not detecting with Phaser

    I've started using the Coding with Chrome extension to code Phaser on my Chromebook. I've added gravity and I'm trying to detect when things collide using physics.arcade.overlap(), but the function I provide for when it collides is never called. What I do is I make a matrix of objects and then detect collisions between each of them and the player. I think there's a better way to do this with groups but I'll look into that later. Here's my code: var player, map, mapObjs; map = [['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b']]; mapObjs = new Array(map[0].length); var game = new Phaser.Game(768, 768, Phaser.AUTO, 'Unnamed Game'); game.state.add('main', { preload: function(e) { game.load.image('background', '{{ file:background.png }}'); game.load.image('player', '{{ file:download.jpeg }}'); game.load.image('block', '{{ file:Brick_Block.png }}'); }, create: function(e) { if (navigator.userAgent == 'CwC sandbox') {game.time.desiredFps = 30;} var backgroundImage = game.add.image(0, 0, 'background'); backgroundImage.width = 768; backgroundImage.height = 768; player = game.add.sprite(50, 100, 'player'); game.physics.startSystem(Phaser.Physics.ARCADE); game.physics.arcade.enable(player); player.body.gravity.y = 9; player.body.bounce.y = 0.1; player.width = 100; player.height = 100; player.body.collideWorldBounds = true; for(var i = 0; i < map[0].length; i++) { mapObjs[i] = []; for(var j = 0; j < map.length; j++) { mapObjs[i][j] = game.add.sprite(32*i, 300+32*j, 'block'); mapObjs[i][j].width = 32; mapObjs[i][j].height = 32; } } }, input_: function(e) { }, update: function(e) { this.input_(e); for(var i = 0; i < mapObjs.length; i++) { for(var j = 0; j < mapObjs[i].length; j++) { game.physics.arcade.overlap(player, mapObjs[i][j], function(object1, object2) { console.log('hi'); // This never happens for some reason even thought the objects are visibly overlapping player.body.gravity.y = 0; player.body.accelerationY = 20; }, null, this); } } }, render: function(e) { }, }, true); game.state.start('main'); The '{{ file:background.png }}' is just the way that the editor references images so you can ignore it.
  24. Hello everyone. I have built a game using Phaser. On game over, the players high score is recorded in a variable (this.inputScore). To submit their high score to the server, the player clicks a button that takes them to an Index.html page where there is a form they fill in. To avoid cheating, I want the high score variable to be passed from the game's JavaScript file (Game.js) to an input value on the form as a read only value. I have created a function (assignValue) inside the Game.js file to execute this task, but because of it's scope I cannot get the function to be read by the Index.html file. When I place the function at the top of the Game.js script (globally) the Index.html reads the function and executes it accordingly (but with a hard-coded value for testing purposes.) How can I get the Index.html file to read my assignValue() function and pass this.inputScore to the input value in Index.html? Any help would be greatly appreciated - still learning. Thanks. Game.js file: //INDEX.HTML READS THE assignValue function BELOW (WITH A HARD CODED VALUE FOR TESTING) AND //APPLIES IT BECAUSE IT IS IN GLOBAL SCOPE. BUT I NEED THE VALUE TO BE A VARIABLE TAKEN FROM THE //assignValue FUNCTION INSIDE THE GAME CODE. SEE GAME CODE BELOW: function assignValue() { document.getElementById("inputScore").value = 127; }; //GAME CODE var CrystalRunner = CrystalRunner || {}; CrystalRunner.GameState = { init: function() { //...code here }, create: function() { //...code here }, update: function() { //..code here //check if the player needs to die if(this.player.top >= this.game.world.height && this.counter === 0 || this.player.left <= 0 && this.counter === 0) { this.gameOver(); } }, gameOver: function(){ this.game.time.events.stop(); this.player.body.enable = false; //..code here this.updateHighscore(); //..code here }, updateHighscore: function(){ this.highScore = +localStorage.getItem('highScore'); if(this.highScore < this.myScore){ this.highScore = this.myScore; this.inputScore = this.highScore; this.congrats = this.game.add.sprite(this.game.world.centerX-193, this.game.world.centerY-20, 'congrats'); this.congrats.inputEnabled = true; this.congrats.fixedToCamera = true; this.submitScoreButton = this.game.add.sprite(this.game.world.centerX-135, this.game.world.centerY+100, 'submitScoreButton'); this.submitScoreButton.inputEnabled = true; this.submitScoreButton.fixedToCamera = true; this.submitScoreButton.events.onInputUp.add(function() { window.location.href = "index1.php"; }, this); } localStorage.setItem('highScore', this.highScore); }, //THE FUNCTION BELOW IS NOT BEING READ BECAUSE OF SCOPE. HOW TO I MAKE INDEX.HTML READ IT? assignValue: function() { document.getElementById("inputScore").value = this.inputScore; }, }; Index.html file: <?php require_once 'dbconnect.php'; ?> <!DOCTYPE html> <html lang="en"> <head> <title>Crystal Candy Game Login</title> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <link rel="stylesheet" href="css/bootstrap.min.css" type="text/css"/> <link href="css/style.css" rel="stylesheet"> <script type='text/javascript' src='js/jquery-2.2.3.min.js'></script> <script> $(window).on('load', function() { $('#status').fadeOut(); $('#preloader').delay(350).fadeOut('slow'); $('body').delay(350).css({'overflow':'visible'}); }) </script> </head> <body onload="assignValue()" class="bg"> <div id="preloader"> <div id="status">&nbsp;</div> </div> <div class="wrapper"> <div class="texte"> <header> <h1>SUBMIT YOUR SCORE</h1> <img id="logo" src="assets/images/logo.png"> </header> <p>Submit your highscore and you could stand a chance to win a prize!</p> </div> <div id="main"> <form id="form-style" method="post" action="crystalhandle.php" autocomplete="off"> <div class="form-group"> <label class="header-text"><span>First Name</span></label> <input class="form-control" type="text" id="name" name="username" placeholder="Name" title="Please enter your Firstname" required=""> </div> <div class="form-group"> <label class="header-text"><span>Surname</span></label> <input class="form-control" type="text" id="name" name="surname" placeholder="Surname" title="Please enter your Lastname" required=""> </div> <div class="form-group"> <label class="header-text"><span>Email</span></label> <input class="form-control" type="email" id="email" name="email" placeholder="Mail@example.com" title="Please enter a Valid Email Address" required=""> </div> <div class="form-group"> <label class="header-text"><span>Phone</span></label> <input class="form-control" type="tel" id="name" name="phone" placeholder="Phone" title="Please enter your Phone No" required=""> </div> <div class="form-group"> <label class="header-text"><span>Score</span></label> <input class="form-control" type="tel" id="inputScore" name="score" value="" readonly> </div> <!-- I need the above input value to have the variable from assignValue inserted into it--> <div class="w3ls-btn form-group"> <div class="wthreesubmitaits"> <input type="submit" name="signup" id="reg" class="button" id="next1" value="Send" style="font-family: sans-serif; font-size: 17px; font-weight: bold;" </div> </div> </form> </div> </div> <script type="text/javascript" src="js/phaser.min.js"></script> <!--the below js file is where assignValue() is defined:--> <script type="text/javascript" src="js/states/Game.js"/></script> </body> </html>
  25. Hey Guys I have a few eCards created in Phaser. Chrome 66 update has messed up the music and I need these fixed urgently for Christmas. Please help! Check some of the cards out here: https://ekarda.com/corporate-christmas-ecard/ https://ekarda.com/ekarda-gallery/corporate-holiday-ecards/ I think we have around 10 that need fixing. Please contact me initially via: https://ekarda.com/contact with pricing and suggested turn around time. I need this started immediately and completed QUICKLY as we supply cards for Christmas