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About weratius

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  • Birthday 04/19/1994

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  1. If anyone has problems with that, I can tell you that the only decision will be to make drag and drop via custom html5 events
  2. Thank you for your answers, guys. But if I create my UI via Phaser, there still will be dom elements like text inputs and this problem won't be solved =(
  3. Hello, guys! I have a mail interface in my game, where I need to drag/drop some items to send to another player. Due to the difficulty of the mail interface I decided to develop it vis pure js, html and css and I did it ok. I also made my items' sprites draggable and that's fine too But I faced with such a problem: my draggable item can't hover html ui at all ! I tried to change z-index of html elements and etc, but that didn't help I'd like to find the solution because it's a waste of time to develop this interface from the beggining via Phaser only Thank you very much for your answers!!
  4. Hello, guys! In the boot.js file I load a game.load.atlasJSONHash('MyShip', urlForImages + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.png', urlForJSONS + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.json'); Then I need to load another image with this key and I do this: var loader = new Phaser.Loader(game); loader.atlasJSONHash('MyShip', configObj.urlForImages + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.png', configObj.urlForJSONS + 'img/animatedObjects/ships/' + playerInfoObject.ship.id + '.json'); loader.onLoadComplete.add(function() { //smth }); loader.start(); But the key doesn't rewrite How can I solve such a problem? Thank you =)
  5. Hello, guys! I have a tilesprite on a background: function createSpace() { var space = game.add.tileSprite(0, 0, game.width, game.height, 'space'); space.fixedToCamera = true; space.inputEnabled = true; space.events.onInputDown.add(this.goToPointer); layers.backgroundLayer.add(space); return space; } spaceSystem.prototype.update = function() { //here I move a tilesprite when I user arrows if(this.space != null) { this.space.tilePosition.set(game.camera.x * -0.5, game.camera.y * -0.5); } } Because this method returns my screen coordinates: var myObject = this; spaceSystem.prototype.goToPointer = function() { var x = game.math.snapToFloor(game.input.x, 6080) / 6080; var y = game.math.snapToFloor(game.input.y, 6080) / 6080; myObject.myShip.ship.x = x; myObject.myShip.ship.y = y; console.log(x, y); //1071, 801 } But it must be 3000 and 2000 for example The width and the height of my tilesprite = 6080 I have a question: how can I get the absolute coordinates of a click pointer on a tilesprite? Thank you in advance
  6. how can I detect that the ESC was pressed when I am in fullscreen mode? I'm trying to detect the event via jquery 'keydown', but I even can't get the code of pressed button. I don't have such a problem when I'm in normal screen mode. I think that the browser just binds this button to leave fullscreen mode. How can I solve this problem? Thank you in advance
  7. Hello guys. I have some interfaces in my game, for example: a clan interface. There is a list of users, which is made via html (<ul>). When I do smth like this: game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; game.scale.startFullScreen(false); I can't see html at all, how can I solve such a problem? Thank you in advance!!!
  8. That worked really great for me, I used CloudFlare...it's awesome
  9. Maybe, I'm late, but I made smth like this: Here is a boot file: // Boot.js module.exports = { preload: function() { //resources for preloader }, create: function() { game.load.onLoadStart.add(this.loadStart, this); game.load.onLoadComplete.add(this.loadComplete, this); this.start(); }, loadStart: function() { loadingProcess = new loadingProcessModule(); loadingProcess.show(true); }, loadComplete: function() { game.physics.startSystem(Phaser.Physics.ARCADE); game.world.setBounds(0, 0, 6000, 6000); this.game.state.start("Play"); }, update: function() { //show loading in percentage, magic if(loadingProcess != null && loadingProcess.loadingProcessInPercentage != null) { loadingProcess.loadingProcessInPercentage.text = game.load.progress + ' %'; } }, start: function() { //here we load our resources for a game } }; and here we show our preloader: module.exports = LoadingProcess; function LoadingProcess() { this.landingSprite = {}; this.preloader = {}; this.loadingProcessInPercentage = {}; } LoadingProcess.prototype.show = function(showPercentage) { this.landingSprite = //background this.preloader = // loading animation //here we prepare text object for percentages if(showPercentage) { this.loadingProcessInPercentage = game.add.text(game.width / 2 - 20, game.height / 2 - 100, 0 + ' %', { font: '50px "Press Start 2P"', fill: '#000000' }); this.loadingProcessInPercentage.fixedToCamera = true; } } LoadingProcess.prototype.hide = function() { this.preloader.kill(); this.landingSprite.kill(); if(this.loadingProcessInPercentage != null) { this.loadingProcessInPercentage.kill(); } } easy and clear I think)
  10. No, not at all, of course. For example: I load only planet resources whether the user is on planet, then I load space resources whether the user takes off the planet. Also I load resources of an interface when the user opens it, i.e user clicks profile interface, browser loads it's resources at first and then opens it. Is it ok whether I use game.cache.addImage(....) ? will that help? Thank you for your answers, guys!
  11. I'm developing an online game and there are a lot of image data (~150mb) My game loads too long, that's why I wanted to minimize time costs
  12. Hello, guys! I'm looking for an answer how it's better to store image data when I use Phaser: via localStorage or via IndexedDB? I have looked through some articles and made a conclusion that IndexedDB suits better, but how can I get images from it via Phaser? Thank you in advance!
  13. maybe you can set a bar's fixedToCamera property to true creating it with the nescessary starting coords