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Found 7 results

  1. For a day or two i have this weird issue that i can't fix. I am making a map with interactive trees. When i click tree i want it to change its texture to chopped trees. class Tree { constructor(sprite, deadTexture){ this.sprite = sprite; this.health = 20; this.deadTexture = deadTexture; this.sprite.interactive = true; } chop(){ console.log("chop"); this.health = 0; this.sprite.texture = this.deadTexture; } } let tree = new Tree( new PIXI.Sprite(textures.treesTexture), textures.choppedTreesTexture ); /*...*/ tree.sprite.on('click', () => { console.log("chop"); tree.sprite.texture = textures.choppedTreesTexture; }); this part works almost fine. I attached a gif that explains what is wrong. I don't know what to do and i can't find any help. What is causing such behaviour? if you need some more information about code, please let me know.
  2. Hello, I have a problem with collisions, because I added four times collisions, but by two of that it won't work (names "steen" and "steen1"). I don't know why it doesn't work, because I did the same things as the other two. The only difference is that by "steen" and "steen1" I won't refer to a function, which I do by the other two because of kill(). The function of the "steen" and "steen1" is that the car won't drive over the grass. I placed an opacity wall over the background, so that you can't drive from the road. Does anybody knows a solution/ Code: var road; var turtle; var steen; var steen1; var cursors; var controls = {}; var auto; var melon; var playState = { preload: function(){ game.load.image('turtle', 'assets/turtles.png'); game.load.image('road', 'assets/road.jpg'); game.load.image('steen', 'assets/steen.jpg'); game.load.image('steen1', 'assets/steen.jpg'); game.load.image('auto', 'assets/car.png'); game.load.image('melon', 'assets/watermelon.png'); }, create:function(){ game.physics.startSystem(Phaser.Physics.ARCADE); //Background road = game.add.tileSprite(0,0,1250,700,'road'); game.physics.arcade.enable(road); //MuurLinks steen = game.add.sprite(97,0,'steen'); game.physics.arcade.enable(steen); steen.body.immovable = true; steen.width = 92; steen.height = 700; steen.alpha = 1; //MuurRechts steen1 = game.add.sprite(1078,0,'steen1'); game.physics.arcade.enable(steen1); steen1.body.immovable = true; steen1.width = 92; steen1.height = 700; steen1.alpha = 1; //SchildpadKarakter turtle = game.add.sprite(546,250,'turtle'); game.physics.arcade.enable(turtle); turtle.width = 162; turtle.height = 226; turtle.body.immovable = true; //VerzamelobjectMeloen melon = game.add.sprite(830,100,'melon'); game.physics.arcade.enable(melon); melon.body.immovable = true; melon.anchor.setTo(0.5); melon.scale.setTo(0.3); //VijandAuto auto = game.add.sprite(440,0,'auto'); game.physics.arcade.enable(auto); auto.anchor.setTo(0.5); auto.scale.setTo(0.3); auto.body.immovable = true; //Besturing cursors = game.input.keyboard.createCursorKeys(); controls = { right: this.input.keyboard.addKey(Phaser.Keyboard.D), left: this.input.keyboard.addKey(Phaser.Keyboard.A), }; }, update:function(){ //Achtergrond verandering road.tilePosition.y += 3; //Besturing turtle turtle.body.collideWorldBounds = true; turtle.body.velocity.x = 0; if (controls.left.isDown){ turtle.body.velocity.x = -200; } if (controls.right.isDown){ turtle.body.velocity.x = 200; } //Collision auto auto.body.velocity.y = 200; game.physics.arcade.collide(turtle,auto,this.gameover,null,this); //Collision melon melon.body.velocity.y = 100; game.physics.arcade.collide(turtle,melon,this.collectMelon,null,this); //Collision steen game.physics.arcade.collide(turtle,steen); game.physics.arcade.collide(turtle,steen1); }, collectMelon:function(){ melon.kill(); }, gameover:function(){ game.state.start('over'); }, Finish:function(){ game.state.start('win'); } };
  3. I'm using Phaser v2.6.2 . In my code, I use looping timers created with : this.game.time.create(); The timers callbacks / functions are working as expected on desktop which runs at 16 ms / 60 FPS. The issues appear on mobile which runs at 18 ~ 20 ms / 50 ~ 54 FPS. The timers seem to skip some function calls while looping. I've found a solution to this problem: this.game.forceSingleUpdate = false; Now the timers behave as expected on mobile devices but the overall feel of the game is slow / lag / jagged . So I need to use both timers and : this.game.forceSingleUpdate = true; I'm not able to find a solution to this even though I've spent a few days looking into the Phaser core ( Game.js and Timer.js ). I think I need to find a way to synchronise timers with the logic update.
  4. The colors in my game are getting messed up, here's what it looks like: The colors on the left are what they are supposed to look like, and to the right what I'm seeing in my game. This seems to happen to all my graphics. I have no idea what's going on, so help is appreciated!
  5. One day, without appear reason my game was getting a strange lag. The FPS is stable, but the main sprite what you manage in the game get lag in his actions. I recorded a video: http://www.youtube.com/watch?v=GULryQYi0LY&feature=youtu.be Please, anybody knows why it can happen? In the game there is not more movable objects. Thanks.
  6. If you like pixel art, weird stories and electro music - you might like the following music videos by Gamer. Warning - Videos contains violent scenes and weirdness GAMER - Turbo GAMER - Shaping Staff Official bandcamp page can be found here: http://gamer.bandcamp.com/
  7. Play online now no-one has to die. is a game about decisions. You will choose who lives and who dies, and your choices will change the events of the game completely. A fire has trapped four people in the Fenix Corp. headquarters, a building full of secrets. You arrive in the building to find the security guards murdered. Now it’s up to you help everyone escape. If only it were so easy. People will die, and it will be your fault. How you choose to contain the fire will lead to people burning to death. So, who lives? It’s your choice. Lionel is the CEO of Fenix Corporation. Arrogant and selfish, he only cares about his own chances of survival. But he’s the only one that knows what Fenix Corporation truly does... Christina is a young woman who has been working at Fenix Corporation for a few years. She is strong in the face of danger, but can’t stand to think of the lives the fire has consumed. If Steve hadn’t been working overtime when the fire began, he could have avoided the whole thing. Always one for a joke, he and Christina don’t always get along, but deep down they care about each other. And then there’s Troy. A murderer and an arsonist, Troy is behind everything that is happening in the Fenix Corporation. What sick game is he playing? So, who will you save? Who will die? Their lives are in your hands. Play online now Designed by Stuart Madafiglio. Art by Cindy Xu. Music by Jesse Valentine.