stupot

Members
  • Content Count

    237
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by stupot

  1. Start here: https://github.com/azerion/phaser-spine/tree/spine-ts
  2. Why not use your example link as inspiration. Or use a particle system of your choice, I can recommend NeutrinoParticles which may be a little daunting at first but quite comprehensive.
  3. I've been down that rabbit hole, there's a lot of UI libraries out there, determining which ones do what and how easy to use is time consuming. You might think your requirement is quite broad, but it's probably quite specific when you consider all of the UI applications. Your requirement sounds like a HUD to me, so be sure to include that term in your searches, I'd start with something like "javascript ui hud" in google. I use dat.gui, it has a specific goal and does that well, it's not a general purpose gui. I also use FomanticUI, it has the feature set and look I wanted, but it's steep learning curve. Both of these I use to display and control the underlying application during development, not seen in the production build, they have a technical/functional feel and wouldn't be appropriate everywhere, eg for player UI in a game. There's a lot of old libs out there, no longer being maintained. If keeping up to date with current browsers and standards is important, then bear that in mind. I remember I took an interest in w2ui, had decent functionality, easy to start with. Also, Phaser3 has a domElement, if you wanted to use that for your canvas it would give you easy access to html elements in front of the canvas - Phaser3 domElement examples.
  4. Above v2.6.2, Phaser2 was plagued with performance issues. Amongst other things, the renderer handled multitexture, which even when when not using MT had to do just a bit more work anyway. I tried CE once but reverted back to 2.6.2, as did many. It was a shame as CE had a lot of updates and fixes. A lot of the fixes could be merged into 2.6.2 though.
  5. This example helped me: http://labs.phaser.io/view.html?src=src\game objects\container\parent matrix.js
  6. I modified the plugin too, for this very same reason
  7. you need to look into 'Web Workers'
  8. I've used the closure compiler in a phaser project with maximum optimisations, the output was smaller and faster than uglify2. But it took a lot of work to manually create and maintain all the required externs, I don't do this anymore becasue of this, mobiles have become much more powerful to compensate. Phaser has a lot functions/properties created programatically that cannot automatically be scanned for, so debugging the optimised code back to the source to see what else whould be extern'd was a nightmare. Luckily I only used a minimal portion of Phaser so didn't have to do a full job on it.
  9. Found an apparent mac download here: http://www.didgin.com/downloads/particle-editor-for-phaser
  10. there's a project plan here: https://prod.teamgantt.com/gantt/schedule/?ids=843041&public_keys=eXjoWRdx8pM7&zoom=d100&font_size=11&estimated_hours=0&assigned_resources=0&percent_complete=0&documents=0&comments=0&col_width=255&menu_view=0&resource_filter=0&name_in_bar=0&name_next_to_bar=1&resource_names=0#user=&company=&custom=&date_filter=&hide_completed=false&color_filter=&ids=843041 according to this it's currently (possibly) in development
  11. Hi akwa6971, The image hasn't loaded by the sounds of it, check your console for error messages. Is the image file name/path correct, is the upper/lower case correct? Also. this post should be in the main Phaser thread, rather than this Phaser3-Beta thread - you'll get more help there.
  12. Thanks @rich sounds like a good plan, that's given me some food for thought.
  13. Looks like I'm going to have scratch a little deeper than the surface, conceptualy Phaser3 looks to be quite different to Phaser2. I've a few different ideas about how parent transforms could be implemented and applied only to required objects but I need to get my head around the new P3 internals first. Any pointers or suggestions you might would be useful now.
  14. Removing always-there pre-post updating/rendering/etc is great for performance but will slightly increase the difficulty of using Phaser whether an alternative is native or pure user implementation. I'd like to see a native solution to this otherwise the forums will be filled with people asking how to hook in an update function and getting several differing answers. It's common enough functionality to expect something built in to standardise the way people do it. Looking at UpdateList.js now though reminds me of several problems I've had in the past where the triggering criterea was hardcoded into it, ie here it depends on gameObject.active. How about a more general callback processor - like a simple event/subscriber model? The system would have several built-in reserved events ("preUpdate", "postUpdate", "preRender" etc) which any object could subscribe to, along with any custom user events. Possibly the system could have the ability for subscriptions to also register the triggering criterea, maybe by a list of properties with boolean values. Eitherway, always calling the callback function would provide the ultimate user control.
  15. I was just running through the readme.md and it says you can do that, though I do realise this was cloned from the PhaserV2 version which says exactly the same. I did fix it up myself because I wanted to compare the output and play with the uglify compress options but my fix (bodge) was for my purposes only rather than a generic one so didn't try to submit it.
  16. ok, got it. The biggest speed optimisations I made to a version of Phaser I used was to bypass a lot of repeated scenegraph traversal for the functionality I didn't require, so I can see why this has been done, but it'll leave a functionality hole for many. Sounds like the skelly-bone classes are what I'm looking for, not a native/global performance hog, but something available when needed, any idea when dev on these begins?
  17. I don't think this has been working for a while. There used to be a rocket button for 'run' but this was also problematic. The examples heve never 'all' worked and never will, probably a little frustrating for newcomers, it should have a warning at the top really. I think the sandbox was created partly in reason to pickup where the examples were failing. It's usually quite easy to port an example to the sandbox, eg https://phaser.io/sandbox/edit/mwhvynxr In preload(), just has to add the baseURL and crossOrigin then modify the asset paths accordingly (remove the leading assets/), so you'll have the same example running that you can modify and run and save for later. Not sure if there's anyway to target a specific version of Phaser though.
  18. Hi, Just had my 1sy proper quick play with with Phaser3. I notice that the traditional scenegraph approach for transform inheritance was dropped earlier in the year and now runs with single flat display list. Is that right or have I got the wrong end of the stick? If this is right, then how do we now have a child object whose transform is offset from a parent object? Cheers, Stu
  19. you'll need to fix up the webpack.production.config.js to be able to run 'npm run deploy'
  20. Hi Tangaroa, If an image coordinates aren't whole integer values then it can't be drawn to the screen with exact pixel mapping, the renderer may have to sample outside the source pixels which is where you sometimes see a little bit of the adjacent image ("edge pixels from the catcher's net"). If you want to keep your movement at += 5.5 then add some blank space to separate each cell of your spritesheet (look into texture atlases and the texturepacker app, this makes doing this easy). This will also help with this problem showing during scaling. Or change your movement +- to whole integer values so there are no 0.5's being added to the coords.
  21. Phaser doesn't recreate any gfx, it simply takes into account any trimming when calculating the render matrix.
  22. Not sure exactly what you mean by 'automatically adjusting'. But the example you referenced on a retina display will show a nice crisp 'High DPI Text' and a fuzzier 'Low DPI Text'. The default resolution is set to window.devicePixelRatio in the game config (=2 on retina display). The overall crispness will depend on the resolution setting and the amount of canvas scaling, nothing is automatic you have to set things how you want them.
  23. Thanks for the update samme. My local fixed setTexturePriority() allows non-image components to be specified, thus allowing a wider range of things with textures to be added. It's a few commits behind now but I could update it and check in? I got my whole game down to 1 draw (I think) and it ran slower, probably something to do with issue #198, so didn't pursue the mutitexture route any further.
  24. stupot

    Phaser Lite

    or build phaser yourself and exclude all the parts you don't need
  25. The tween manager doesn't do an update when between chains. Try this Phaser.TweenManager.prototype.update = function () { var addTweens = this._add.length; var numTweens = this._tweens.length; if (numTweens === 0 && addTweens === 0) { return false; } var i = 0; while (i < numTweens) { if (this._tweens[i].update(this.game.time.time)) { i++; } else { this._tweens.splice(i, 1); numTweens--; } } addTweens = this._add.length; // stumod, process all new tweens now // If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running if (addTweens > 0) { this._tweens = this._tweens.concat(this._add); this._add.length = 0; } return true; }