Andles

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    @Andles
  1. That looks like older version code? I am on 2.3. Certainly,I know for sure that the refresh() is no longer needed or used. My problem is that my code DOES work and is correct (as per the documentation and the book on Phaser scaling sold by the creator of Phaser) on desktop and iPhone. It is only iPad that it does not work on.
  2. Using the SHOW_ALL option works just as expected on my browser and my iPhone, but on iPad I see stretched images. I can only assume fro this that it just isnt working on iPad but my code is correct (as it works just as described elsewhere) Nothing fancy here, just general scale setting for all scenarios (within boot init). this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.pageAlignHorizontally = true; this.game.scale.pageAlignVertically = true; Any help or advice would be much appreciated, kind of slowing down the whole go live process Andy
  3. Agree with @Neoprofessor, way too much blue, needs some contrast. Otherwise, very good game.
  4. Great feedback, thank you, will take all of this on board. @Wambo, I definitely have to relocate the 'ride like the wind' message - maybe just a countdown to the left but no message. @Gods, can you clarify what you mean by responsive? It shoudl respond to your input right away, but do you mean that the players white disc moves rather slow? Thsi is by design and it does speed up when you get the 'ride like the wind' perk. Am I misunderstanding what you mean? @nivanmorgan, yes, it is hard, but i sort of want it that way. it takes a bit of practice to get good enough to get score like 30 or so (my top is 67), and you will likely die before even getting to 10 or more first few tries or so. But I will see how much of an issue this seems to be during the other feedback I get - I may have to rethink this!
  5. Looking for some feedback on this 'to be properly named' phaser game: http://www.andrewgrant.net.au/game/ Its a kind of dodging puzzle-y type game inspired by Smove. Use arrows to move (or swipe on mobile).
  6. Not having much luck at all with playing sound (game effects) in my phaser game when wrapped for IOS using Cordova. All is good within the web browser. Are there some fundamental rules to using audio when run with Cordova? Should I be playing sound with Cordova utilities and not be using Phaser sound class?? Thanks in advance, Andy
  7. In WebGL mode, is it possible to capture the current game screen (screen shot)? So, for example, one could upload it to facebook or use it in a 'game over' effect? I could do this in Canvas mode, but not in WebGL. Thanks in advance Andy
  8. Thanks both, valuable insight. I had in fact already used the processCallback approach, which works well. I posted the question because it seemed like I was going the wrong about it, apparently not. As it happens, I don't think I need to be using physics at all, so might experiment a bit and see which performs best.
  9. I have an animation; its basically a small square that becomes a taller rectangle over several frames (a spike growing and shrinking). I have a player sprite too, and this is meant to dodge the spike animation. My problem is that the collision occurs even when my player passes safely over the top of the spike (the animation in its small square frame). So it seems that the animation sprite will collide with my player simply because one of its frames (even though currently not reached) would be big enough to cause a collision with my player? What I want is for my player to dodge the animation in its small state and only to collide when the spike pops up further. Using arcade physics animation, and a sprite sheet through JSONHash (texture packer). update: function () { this.physics.arcade.collide(this.bird, this.spike, this.collider, null, this); }, collider: function () { alert("collided!!!"); }
  10. I had the same issue (without the prototype problem problem). I had done everything right but I hadn't used this.add.exisiting to tell my object to consider the animation a part of the overall game. this.game.add.existing(this); After adding this it suddenly decided to work! Complete working animation class/prototype below: 'use strict'; var Bar = function (game, spriteRef, x, y) { Phaser.Sprite.call(this, game, x, y, spriteRef); this.game.physics.enable(this, Phaser.Physics.ARCADE); this.animations.add("anim1",[6,5,4,3,2,1,2,3,4,5]); this.animations.play("anim1", 4, true); this.game.add.existing(this); // Solved the problem}; Bar.prototype = Object.create(Phaser.Sprite.prototype);Bar.prototype.constructor = Bar;