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Found 90 results

  1. Phaser Web Components UI Plugin

    tl;dr: An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom. So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power. As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play. Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen. Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease. Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time. I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github. With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working. GitHub link Damage Indicator Name Plate and Stat Bars Marker Window Volume bar Video Player Avatar Icon Screen Splatter Component improperly loaded
  2. Source & Docs / Demo / NPM Free bunny screensaver included.
  3. Draws properties of Arcade Physics bodies. Demo / Code npm i phaser-plugin-debug-arcade-physics
  4. VirtualJoystick

    Hello, I'm developing a game with Ionic 3.5 and PHASER-CE, I recently bought the VIrtualJoystick and when trying to implement I'm getting the error: this.game undefined. ERROR ( core.es5.js:1084 ERROR TypeError: Cannot set property 'game' of undefined at Phaser.PluginManager.add (phaser-split.js:8917) at Fogo.webpackJsonp.274.Fogo.create ( ) Can you give me some help on how to implement this plugin. PS, it's all in typescript create() { this.game.plugins.add(Phaser.Plugin.VirtualJoystick); } Thank you for your attention, I'm sorry, my English, because I'm in Brazil and my language is PT-BR
  5. Hi again. I make model as simple as possible. Just Basic Sphere and box colliders. I export it with ToB Exporter to get ModelFinish_Base.js. I include this in playground. I created complete playground. I include playground in attached .zip file. Because I can not save playground! Download attached file unzip and copy text from BabylonJS_ToB_Physics_Collision_Problem_Playground.js and paste it in playground and run it. I would like to know why .physicsImpostor doesn't work? Can anybody debug this and find a problem? Is there problem with babylonjs plugin, cannon or ToB exporter ??? playground_and_files.zip
  6. Phaser Arcade Slopes 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
  7. Hello fellow devs, For those of you who use Construct 2 to develop their games, I'd like to share the Google Analytics Plugin which I made. It allows you to track demographics, session duration, and behavior of your players. You can also send custom events and timings. You may download the plugin here Also, sample capx project is available And finally, here is the help page describing how to set things up. I hope you find it useful
  8. Here's a helper function I made to create each shader plugin with just a simple function call like this: createShaderPlugin(name, vertShader, fragShader, uniformDefaults); Then you can create each sprite that you want to be drawn with your custom shader like this: var sprite = createShaderPluginSprite(name, size, uniforms); Update: I started a GitHub repo for it here if you want to check it out. I also made this little CodePen to demonstrate the usage with some comments. The encapsulated code is based on the plugin example and on the worldTransform/vertices calculations that I boosted from PIXI.Sprite. I've tried to optimize and condense for the use case where the Sprite doesn't have any Texture to be filtered.
  9. Plugin for Procedural Dungeon Generation

    Hi Everyone, For Ludum Dare 38 I wrote a dungeon based game using procedurally generated level maps. Its something that I have wanted to play around with for a while, the code didn't work so great in the jam but it something I wanted to take a little further. So I have since split out the code used for the level generation. Given it a cleanup and turned it into a proper Phaser plugin that everyone is welcome to use in their own projects. Plugin code can be found on Github Or you can take a look at a demo of the plugin here Any feedback or comments welcome
  10. My Phaser Plugins

    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. "Mode7": Progress, History, Wiki. My attempt at bringing more depth to Phaser.io than your run of the mill perspectives. 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
  11. I see the plugin's a bit dormant ATM, I think, but perhaps you guys have had enough experience to answer what _seems_ like a simple question: Given I have a Phaser.Group() of Isometric.ISOSprite() acting as the 'floor' tile-map, is it possible to constrain the state's bounds based on this Group? The group will be dynamic so the number of sprites will change. I had initially thought simply going: game.world.setBounds(myGroup.x, myGroup.y, myGroup.width, myGroup.height); would work, but of course those coordinates don't accurately reflect the 'true' dimensions of the isometric grid, given the plugin projects the coordinates. I tried a couple of guess/combinations, but I always got 'weird' bounds as a result. Any ideas? Hopefully the answer's simple!
  12. dragon bones phaser plugin

    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
  13. Grid-based physics 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);
  14. Hi, I'm writing a class that extends Phaser.Weapon and i want that the method update() keep running, like this: class MissileWeapon extends Phaser.Weapon { constructor(game: Phaser.Game){ super(game, game.plugins); } update(){ /*this not execute*/ } } But it not running. If i add this "hack": class MissileWeapon extends Phaser.Weapon { constructor(game: Phaser.Game){ super(game, game.plugins); /*the hack*/ this.active = true; /*active plugin*/ this.hasUpdate = true; var test = game.plugins.add(Phaser.Weapon); /*Only for the game.plugins(PluginManager) start running*/ game.plugins.plugins.push(this); /*add my weapon in the PluginManager*/ } update(){ /*executing */ } } It seems that when extends of plugin Weapon, it not is added direct in the game.plugins (PluginManager), then the method update not executes. How could i make this without uses the "hack"? and i'm using Phaser version 2.6.2 thanks :-)
  15. Demo | Github | NPM pause, frame step restart camera effects, position, and lerp scaleMode fullScreen sound mute/volume slow motion …
  16. 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!
  17. 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.
  18. 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
  19. Failing to add plugin

    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?
  20. Phaser Manifest Loader

    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.
  21. Grid physics 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.
  22. 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.
  23. 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!
  24. First plugin: phaser-barchart

    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.
  25. Using of PIXI's shaders outside framework

    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.