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  1. RT @MitchJohnson398: Well to be fair, he definitely stepped it up for this T 20 World Cup. Too good in the end ??

  2. I have built a game in phaser (html5) , and packed it using crosswalk because the webview kit on versions below kitkat are not able to run the app properly. So I used intel xdk and crosswalk to build my apk. It worked perfect for me. But this being my first android project I am not familiar with monetizing techniques. I tried admob integration using cordova plugin , but the ads dont show up. Needed help with that. heres my index.html <!DOCTYPE HTML> <html> <head> <meta charset="utf-8"> <title>xyz</title> <script src="libs/phaser.min.js"></script> <meta name="mobile-web-app-capable" content="yes"> <meta name="viewport" content="width=device-width"> <script src="Boot.js"></script> <script src="MainMenu.js"></script> <script src="PlayGame.js"></script> <script src="PostGame.js"></script> <script src="HighScores.js"></script> <script src="Help.js"></script> <script src="about.js"></script> <script type="text/javascript" src="cordova.js"></script> <style type="text/css"> body { width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; background-color: gray; color: white; } div#fullpage { width: 100%; height: 100%; margin: 0; padding: 0; border: 0px solid red; text-align: center; vertical-align: middle; } button { font-size: 18px; } </style> </head> <body onload="onLoad()" onresize="onResize()"> <script> function onLoad() { if(( /(ipad|iphone|ipod|android)/i.test(navigator.userAgent) )) { document.addEventListener('deviceready', initApp, false); } else { initApp(); } } var ad_units = { android : { banner: 'ca-app-pub-6128098175931507/1770967078', interstitial: 'ca-app-pub-6128098175931507/3097766271' } }; var admobid = ( /(android)/i.test(navigator.userAgent) ) ? :; function initApp() { if (! AdMob ) { alert( 'admob plugin not ready' ); return; } initAd(); // display the banner at startup AdMob.createBanner( admobid.banner, function(){}, function(data){alert(JSON.stringify(data));} ); } function initAd(){ var defaultOptions = { bannerId: admobid.banner, interstitialAdId: admobid.interstitial, adSize: 'SMART_BANNER', // width: integer, // valid when set adSize 'CUSTOM' // height: integer, // valid when set adSize 'CUSTOM' position: AdMob.AD_POSITION.BOTTOM_CENTER, // x: integer, // valid when set position to 0 / POS_XY // y: integer, // valid when set position to 0 / POS_XY isTesting: false, // set to true, to receiving test ad for testing purpose autoShow: true // auto show interstitial ad when loaded, set to false if prepare/show }; AdMob.setOptions( defaultOptions ); } </script> <style> body { padding: 0; margin: 0; background-color: #FFFFFF; } </style> </head> <body> <div id="Game container"></div> <script type="text/javascript"> window.onload = function() { var game = new Phaser.Game( 675, 1200, Phaser.Auto, "Game container"); game.state.add('Boot', xyz.Boot); game.state.start('Boot'); // Boots the game using the mainmenu.js method() which also calls the preloader() } </script> </body> </html>
  3. I am learning PHASER HTML5 game dev framework based on javascript, during which I came across this piece of code which I am not able to understand var BunnyDefender = {}; BunnyDefender.Boot = function(game) {}; BunnyDefender.Boot.prototype = { preload: function() { //-----to load objects and units before we begin our game this.load.image('preloadbar', 'images/loader_bar.png'); this.load.image('titleimage', 'images/TitleImage.png'); }, create: function() { this.input.addPointer(); this.stage.backgroundColor = '#171642'; this.state.start('Preloader'); // launches preloader from Boot.js } }; Here from what I had learnt about javascript prototyping was that , to add any method to an object or constructor function we used the following syntax/example: function employee(name,jobtitle,born) {; this.jobtitle=jobtitle; this.born=born; } var fred=new employee("Fred Flintstone","Caveman",1970); employee.prototype.salary=null; fred.salary=20000; Please help !!!