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kmp

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  1. As this issue is being actively addressed and should be fixed in the next release, I am marking the thread solved. Many many thanks to the developers. You do a superb job.
  2. Hi - I've just upgraded my game to Phaser 2.2.1 and my game no longer works as a Google Chrome App. The game loads and runs OK if I just run it as a web page in Google Chrome but it cannot be installed as a Google Chrome App because it breaks the more stringent security standards for Chrome Apps. Google Chrome Apps cannot use eval or new Function(). The latest Phaser uses new Function() and this prevents it being used as a Chrome App. The offending code is: // `new Function(string)` is ugly but it avoids closures and by-string property lookups. // Since this is a [near] micro-op
  3. Hi - I've just written my first android game using the accelerometer. But it does not work. To be precise the callbacks in the following statement never get executed: this.watchID = navigator.accelerometer.watchAcceleration(this.onSuccess, this.onFailure, options); I can trace the code into this statement and the statement executes without error, returning a valid watchID. However, the onSuccess and onFailure methods never get called. It's like my phone has no accelerometer or the accelerometer has been disabled. I am using the cordova command-line tools. I thought this was somethin
  4. Great. That's just what I wanted to hear
  5. Thanks to everyone for their replies. Looks like 2.2 will help with this issue. I'll look forward to it. As a matter of interest, my android phone (Nexus 4) was giving about the same frame rate as my desktop (60 fps) - only the Kindle Fire was appreciably slower (35 fps). Ken
  6. I have a game where all the movement is run by ARCADE physics. When I run the game on my desktop it runs faster than it does on my Android phone and my Kindle Fire. I would like the game to run at the same speed on all devices but, as movement is controlled by the physics engine, I cannot directly adjust sprite movement. Does anyone have a good technique for this? Ths only thing I can think of is to set an ideal rate (60 fps) - the speed on Firefox on my desktop - and change all the physics engine values in proportion to how the device matches this speed, like this: this.game.physics.a
  7. This is a simple question: when you switch from one game state to another are you supposed to clean up - stop timers, destroy sprites etcetera? I'm writing my first phaser game. I have a game state and a game over state. Obviously I switch from the game state to the game over state when the game is over and from game over I switch back to the game state if the user wants to play again. Just switching like this seems to work perfectly: if (this.sprite.y < 0) { this.game.state.start('GameOver'); } But the game state has timers and sprites - should I destr
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