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Found 82 results

  1. Hello all, I just released a tooltip plugin for Phaser. You can find it here: https://github.com/netgfx/Phasetips It contains many options already, but feel free to fork or ask me to add something, also accepting pull requests for extra options or functions I hope you like it!
  2. Hey all, So I recently switched my entire game over to Phaser Isometric by @lewster32 and now I keep running into an issue with collision. With just spawning a sprite in and not chaning any of its body properties, collision happens when the TOP of my player's body box reaches the TOP of the sprite's body box. This is a problem because it allows me to just walk through the sprite diagonally, which is not what I want. In fact, what I want is for collision to happen when the BOTTOM of the body boxes touch. (Sidenote: when I say body box I'm referring to the the 3d body shown through a body debug). Here is an example of how it works with no changes made to the body of either sprite. This is collision happening with no modifications: image - side note I am moving up and to the left in this picture, not down and to the left. This is after some changes to the body, the same thing happens too but it more closely represents what I *want* to happen, except it's still happening only with the top of the player sprite and tree sprite. image 2 Similarly, when I go to the top right side of the tree and move down into it, my body will go through the body box until the top of the body box hits the tree's box. When I mess with the Z values it all breaks and no collision will happen either. On top of that, changing the sprites anchors PAST (.5, .49999) also breaks something. Collision will happen at an anchor of (.5, .4999) but not at (.5, .5), it's very strange. Edit: Also, if i set the anchor to greater than (.5, .5) AFTER I enable isoPhysics on the body, the sprite's position gets moved thousands away and sometimes into the negative's. Here is my code to spawn the sprite and player. There is much more that goes into spawning the sprites, but this is anything that could even be related to the issue at hand. player1 = game.add.isoSprite(1000, 1000, 0, 'person'); game.physics.isoArcade.enable(player1); game.physics.isoArcade.collide(player1, itemGroup, null, null, this); createSprite = game.add.isoSprite(1250, 1250, 0, itemGet(chunks.chunks[i][slot]), null, itemGroup); //the anchor and body.setSize code here draws what you see in image 2. With these lines commented out, it outputs image 1. createSprite.anchor.setTo(.5, .49); game.physics.isoArcade.enable(createSprite); createSprite.body.setSize(40, 40, 0, 27, 27); createSprite.body.immovable = true; Any help is GREATLY appreciated. Ive been trying to fix this for a few days now, nothing I do works.
  3. I have purchased the Phaser Virtual Joystick plug-in. It works nicely. In my create function, I have set 50% transparency for DPAD and ButtonA: this.stick = this.pad.addDPad(0, 0, 200, 'dpad'); this.stick.scale = 0.5; this.stick.alpha = 0.5; this.stick.alignBottomLeft(0); this.buttonA = this.pad.addButton(445, 380, 'dpad', 'button1-up', 'button1-down'); this.buttonA.scale = 0.75; this.buttonA.alpha = 0.5; this.buttonA.onDown.add(this.pressButtonA, this); It works well, only that after the game restarts both DPAD and ButtonA are no longer transparent. game.state.start('main'); Any idea? Am I missing something? Thank you! JJ
  4. Hey everyone, I am currently following the format of this tutorial to try to create a structured Phaser project, where the code is split up. Everything seems to go well, except from the fact that I can't seem to add the Isometric plugin I am using. This is the code I'm using: Main.js window.onload = function(){ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-canvas', null, true, false); game.state.add('Boot', Boot); game.state.add('Preload', Preload); game.state.add('Menu', Menu); game.state.add('Start', Start); game.state.start('Boot'); } Preload.js var Preload = function(game){ }; Preload.prototype = { preload: function(){ this.time.advancedTiming = true; this.plugins.add(new Phaser.Plugin.Isometric(this)); this.iso.anchor.setTo(0.5, 0.2); this.load.spritesheet('basic_ground', 'img/spritesheet/basic_ground_tiles.png', 128, 128); }, create: function(){ this.state.start('Start'); } } This is the error I am getting when running: Uncaught TypeError: Cannot read property 'add' of undefined at Preload.preload (Preload.js:8) at c.StateManager.preUpdate (phaser.min.js:10) at c.Game.updateLogic (phaser.min.js:12) at c.Game.update (phaser.min.js:12) at c.RequestAnimationFrame.updateRAF (phaser.min.js:18) at window.requestAnimationFrame.forceSetTimeOut._onLoop (phaser.min.js:18) Any help?
  5. This is a list of plugins I have done and going to do in no particular order. Help support me in making plugins. Dialog Manager: Dialog system that pulls scripts of dialog based on scripts. Inventory Manager: Complete inventory system that manages multiple inventories. Locale Manager: System for handling multiple locales. Projectile Weapons: Various types of projectile weapons. Registry Manager: Simple registry to handle the data for a game. Handles both LocalStorage, Cookies and RESTful API. Selection Manager: Unit selection using html/css/js. To be updated. Sprite Generator: Generate sprites via a back end, as well as saving them via the Registry Plugin via Base64 and cache. Tilemap Generator: Generates a tilemap based on perlin noise. These are ones that I plan to develop later on after I get the others stripped out. Achievement Manager: TBD Battle Manager: Turnbase, or Realtime battle system that handles the flow of combat. Character Manager: Handles various styles of games: Platformer, Topdown, etc, and various types of entities PC, NPC, Vehicles, etc and provides reusable interactions: directional movement, jumping, attacking, etc. InApp Purchases Manager: TBD Notification Manager: HTML/CSS notification system. Quest Manager: TBD Save Manager: Handles saving/loading/deleting game states with using the Registry plugin. Social Media Manager: TBD
  6. plugin

    UPDATE After posting this I decided to create a repository on Github and I made a new "official" thread in the forum to post updates on the progress, and for anyone to drop questions, ideas and stuff. Github: https://github.com/nkholski/phaser-grid-physics Forum: http://www.html5gamedevs.com/topic/28051-grid-physics-plugin/ ----------------------------------------------------------------------------------------- Hi all, I've been thinking of doing an old-school RPG for a while (haven't we all?), and decided to start with a plugin for grid-based "physics" for me to use. I reached a point where I got most of what I will need, and thought I could share a small demo. If there is interest I might improve the plugin and remove parts that are tied to my game so that others may use it (it would be really easy to make something like Sokoban with this). The demo is here: http://metroid.niklasberg.se/gridPhysics/ The hero is controlled with the arrow keys. Use the controls in dat-gui in the upper right corner of the browser to change properties. Things to do: Push objects (even multiple objects in chains). Walk or push things into one-way directional tiles. Explore the Hero properties. Code examples //Init 8x8 grid physics game.plugins.add(new GridPhysics(this.game)); game.physics.gridPhysics.gridSize = { x: 8, y: 8 }; //Enable grid collision on a tile map layer game.physics.gridPhysics.enable(layer); // Enable grid body on sprite: game.physics.gridPhysics.enable(sprite);
  7. Draws properties of Arcade Physics bodies. Demo / Code npm i phaser-plugin-debug-arcade-physics
  8. plugin

    Hello everyone! I thought I'd share something I've been working on for the past few weeks. A plugin for Phaser that provides collision handling for sloped tiles and half tiles, similar to Ninja Physics but somewhat more concisely. Check it out on GitHub, give it a whirl, let me know what you think! Github: https://github.com/hexus/phaser-arcade-slopes Demo: http://hexus.github.io/phaser-arcade-slopes/ It's still early days for this project, as I've only just released v0.1.0-alpha today, but I look forward to continuing fleshing it out. Why did I make this? I've been intending to make a 2D platformer with Phaser for ages, and I knew I wanted it to have sloped tiles to allow for a liberating way to traverse the Y axis, but I couldn't find anything that worked the way I want it to. I experimented with Ninja Physics, but it's deprecated and its limitations left me wanting. I tried P2, but it was too much in terms of physics for me, and I didn't want to tame a beast like that. I started searching these forums to see if anyone had managed to get sloped tiles working in Phaser, with some success, but not completely. The solutions wouldn't allow for completely free tile placement, and they just stuck physics bodies to the slopes and left it at that. So, with a somewhat limited understanding of the maths I'd need to learn to achieve what I wanted, I started reading tutorials about the Separating Axis Theorem (SAT), particularly the ones from Metanet and one I found magically through a Google search. After experimenting with SAT.js in Phaser, I decided that I could totally pull off my own plugin to solve this the way I wanted it to be. With lots of learning, but with a clear vision of how I wanted the plugin to work, this is what I've managed! I have lots more features planned, as you can see in the roadmap, but for now I'm just glad I've built something that can be plugged straight into any Arcade Physics project that just works. Screenshots
  9. plugin

    Phaser Grid Physics plugin adds support for grid/tile based movement and physics to Phaser. It's still in early stages and the code is kind of messy but I want to release it to check interest and get feedback. I plan to update this post whenever I do an update. DEMO: http://metroid.niklasberg.se/gridPhysics/ Github: https://github.com/nkholski/phaser-grid-physics UPDATE 2017-02-04 Now using brunch for building the plugin thanks to @samme Added possibility to block bodies from leaving tiles in certain directions. New issue: Tiles with internal blocks isn't compatible with current pathfinding implementation. Current features Any grid size (not necessarily squares, i.e. 8x16 is possible, and not restricted to sprite or tile sizes). Turn-based or real-time. Visual debugging Tile dimensions may differ from grid dimensions (but needs to be multiple of the grid dimensions, like 16x16 tiles on an 8x8 grid). Collision detection against tile layers Tile collisions on specified directions only Body size is not restricted to grid-size, and different body sizes may co-exist (but must be equal or a multiple of grid dimensions. The sprite graphics may differ from body size.) Path finding (easystar.js dependency) Moveable objects (can be chained, i.e. the player push one crate against another crate that will also move). Mass (and strength that limit total mass that can be pushed by the power of one sprite) Velocity, ("struggle" property that can slow down a body based on mass pushed) Populated properties like isMoving.x (boolean) or isBlocked.top (boolean). Planned features include conjoined bodies, collision callbacks, movement tweaks and other stuff.
  10. Hello! I am curious to know what the forum's favourite plugins are. I would also want to know why you chose that plugin, what made you use it? Thank you for your time html5gamedevs, curious to see your answers.
  11. If you've been looking for a UI manager for Phaser before, you'll know there aren't really a whole lot of good ones out there. That's why I started working on a component for building user interfaces in Phaser, called SlickUI. It's still in early development, but already capable of buiding user interfaces with panels, buttons, text and generic display objects (like sprites). On the todo list is adding text fields, checkboxes and radio buttons. Website Github page Would be cool to see your opinions!
  12. Okay, I recently finished my first Phaser game - an idle game (it's currently on Newgrounds). While I was coding, I realized that I needed to show the player how well they were doing, namely, the amount of money they were making every day for the past several days. Text was too cumbersome, so I decided to visualize the numbers. Since Phaser.io doesn't seem to have a graphing plugin, I ended up making my own, largely with the "Graphics" library. The code, documentation, screenshots, and tutorial are here: https://github.com/aphorism44/phaser-barchart. This game uses the plugin: http://www.newgrounds.com/portal/view/687176 (press the "Statistics" button on the main menu to see it). Below is a screenshot of five different bar graphs on the same page. For more info on this plugin, please visit the GitHub repo for the README file.
  13. Hi. I'm working on PIXI plugin for Neutrino Particles (neutrinoparticles.com). Because JS is not my favorite language (it's C++ one), it is not straightforward for me to understand and use some JS constructions. In particular, I didn't get how modules of PIXI are connected into one file and how they include features of each other. So, I see how shaders are created inside the framework, but I can't create them outside pixi.js framework. Is it possible to use such features, like shaders and VAO outside? P.S. Currently, the plugin works pretty good. I still need to resolve some troubles with saving/restoring gl state, but the rest is fine (not perfect). I made rendering with my own shaders and vertex buffers, but I thinks it would be much better to use PIXI's features for that. Canvas works fine - it was much easier to get up. You can find sources of the plugin and samples for PIXI here: https://github.com/ymiroshnyk/neutrinoparticles.js/tree/PIXI The sources are work in progress and are in separate "PIXI" branch until finished. Neutrino Particles would be a great addition to PIXI features. You can check live JS gallery and a couple of latest video tutorials. Thanks.
  14. plugin

    Hi all, I have just released Phaser Manifest Loader for those using webpack. I've been using this code in production for a while now, it makes it super easy to load assets via a simple manifest. Check it out! https://github.com/mattcolman/phaser-manifest-loader Cheers, Matt.
  15. I have a plugin system that I have made for making the multiple plugins I have been writing and it essentially is a simple node.js project using gulp and a few other modules. Wondered if anyone would be interested in me packaging it up and putting it out there for others?
  16. I've been working on this in free time on the side. Figured I would share so anyone else working on something similar might benefit from it. It at least works to do some stuff, but it doesn't do mesh or switch skins yet. https://bitbucket.org/silashatfield/phaserbones
  17. I just finished my first Phaser.io game, and I had to write a simple plugin for one of the functionalities (just a bar-graph generator that takes in an array of numbers and graphs/updates accordingly). There's a shop of a simple graph below. However, I don't know how I can make this plugin available for the Phaser community. I'm supposing it would go on Github, but I'm not sure - the only tutorial on new plugins hides its code and is rather complex. Are there any guides on how to do this? Thanks.
  18. Hello! At the beginning of the year, I have a plugin to manage behaviors (based on construct 2) in Phaser games. Now I'm creating some behaviors. Please feel free to help me with testing or feedback. The plugin: https://github.com/luizbills/phaser-behavior-plugin (How to install and use on README) Some behaviors: https://github.com/luizbills/phaser-behaviors (see the Pull Requests too) Check out demo game using "bevahiors": https://github.com/luizbills/phaser-platform-game (see the file game.js)
  19. plugin

    (Made with love from Africa. Now, whether you buy or not, have a good day!) You can get this amazing little plugin on Gumroad for $10. Out of Kontrol - the Phaser Plugin that's actually in control of your controls. What is this? Out of Kontrol (OoK) is a key/input mapper. In other words, it allows you to have different input methods do the same thing. It cuts down on code verbosity and makes your code look neater. So yea,... that's nice too. Why do I need this? Want the WASD keys, arrow keys, and your custom placed buttons to control movement, then OoK is for you. Want to easily allow users to change the controls that you spent hours setting and testing, then OoK is for you!! Included: Minified version of Out of Kontrol. Phaser 2.6.2 + Out of Kontrol (minified) No source code :'( Manual A Basic example of all the functions found in OoK in action Developer love lol. No seriously, under all that minified and unobfuscated code is a lot of love from a dev to a dev. Alert!! We Need You!! OK, more like we need your feedback! Here's how you can help: Tell us about any issues/bugs on our issues page on GitHub. (Did you the favour of removing the source code, you can thank me later) Vote for new features on the same issues page! Also add your email to my newsletter. My emails don't bite (Disclaimer: if the email does end up biting you, I cannot be blamed). Bye!!
  20. Prints Phaser’s display tree. Demo / Code npm i phaser-plugin-scene-graph
  21. Hi, guys, I want to write my own plugin to add support of neutrinoparticles.com (NP) to the PIXI. NP has support of Canvas as well as WebGL. Is it possible to easy write such plugin to support 3rd party code and what is short plan to write it (like main steps)? NP code just needs to pass position of the effect in the update() and context to the render(), so, it is pretty straightforward, to use it. But I'm not familiar with all details of PIXI architecture and JS is not my main profile, so I need short directions to start dig. Thanks.
  22. Hi, I'm very glad to greet all of you. I'm new. I'm not a programmer. I dedicate myself to the artistic part. I'm a 3d designer. But a few months ago, I'm in a project. In which we have a problem I hope you can give me some of your time and have answers that help to dispel my doubts. The direct question is possible to export an object either obj, threejs or some other format that is loaded in the code and to be able to apply the cloth function that is found in the physical motors either babylon.js cannon.js oimo.js etc I hope you can understand my question Thank you
  23. Source & Docs / Demo Free bunny screensaver included.
  24. Hi, I purchased the joystick plugin and works fine most of the time, but I have an issue and can´t figure out what's wrong, so, I was wondering if it's an issue: - Using Phaser 2.4.6 and last version of Virtual Joystick Plugin - Using stick.showOnTouch = true; Problem: when changing state, if the stick is keep pressed, trying to use either: stick.destroy(); or pad.removeStick(stick); Throws the error: phaser-virtual-joystick.js:1042 Uncaught TypeError: Cannot read property 'length' of null This seems to happen once the stick is removed... Please let me know your comments. Thanks in advance.
  25. I'm using Construct2(C2) for my games. A developer is doing a plugin to use Babylon.js that allow us do 3D games. This was my first test, it's not a big thing but for something we have to start: Here to play: https://kronbits.itch.io/proto3d Preview: - The actual plugin is a "Scene Loader". You do the level on a 3D editor and export the .Babylon file to C2. There you set camera controls and actions using events to do the game. One of the problems is how to solve the action for a group of duplicate mesh objects that have different name. Now, for every mesh we have to create an object on C2 layout, set the 3D name on editor and add all the properties or behaviours we want. The problem is, if the level have 100 coins, each coin have a different mesh name, so we will have to add 100 objects on the layout to set the behaviours or actions, which will be pain. The unique thing we made is more a patch than a solution, some kind of array on we set: Name: Coin Start of index: 0 Ending Index: 100 Padding: (true) So for a Coin and Coin001, Coin002, etc... until Coin100 will set the properties or behaviours or whatever but limit other options to other plugins and other stuff in C2. Also only will works for Blender and 3Dmax, the Unity nomenclature breaks this solution. Here are how the Duplicate models looks in the 3D Editors Babylon can be exported: Blender: Coin, Coin.001, Coin.002, etc... 3Dmax : Coin, Coin001, Coin002, etc... Unity5 : Coin, Coin(1), Coin(2), etc... Maybe there is a solution that we not found, or a Babylon function that solve this, but if not i want to make a request if is possible. Request for Babylon exporters: ------------------------------------------------------------ Add some kind of ID for all the objects, maybe "Babylon_Mesh_ID" or whatever that are the same for all the mesh with the same properties. Then for: Coin, Coin.001, Coin.002,etc... will have the "Babylon_Mesh_ID=COIN". So in the C2 we only will have to create an unique object that refers to "COIN" and add an actions like: On Player collides with COIN > Destroy COIN / Add 1 to COIN.Counter, etc... When the player collides with a mesh with the ID "COIN" will do the events/actions no matter the mesh name. No arrays, patch or other stuff. Is possible?