Phantasm

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Posts posted by Phantasm


  1. Hey guys. Been working with phaser for a bit now, and i'm currently trying to make a minimap (overview of a fixed region in my current state). That said, there is not much documentation on how to do something like this, and I am still a newbie to phaser, so it's giving me  hard time. 

    Here are the links i<ve already read :

    -http://www.html5gamedevs.com/topic/14930-creating-a-mini-map-from-a-render-texture/

    -http://www.html5gamedevs.com/topic/14182-creating-a-mini-map-in-phaser/

     

    What I have tried is using a bitmap of the state's layer, and putting it in a square on the top right of my screen. Now, I am ok with the palcement, drawing, etc. I have a square with the texture inside it. 

    The problem is, I can't get the good region to show inside the minimap. I have weird graphical glitches when I move, and it shows a 1:1 of the nearby background.

     

    Heres the snippet for the creation and update of my minimap

    MyGame.Hud.prototype.drawMinimap=function(){
    	if(this.miniMap){
    		this.miniMap.destroy();
    	}
    
    	///
    	// Init vars
    	///
    	var heightMax = 200;
    	var widthMax = 200;
    	///
    	//  //
    	///
    
    	if (this.miniMapBitmap == null)
    	{
    		this.miniMapBitmap = MyGame.game.add.bitmapData(widthMax, heightMax);
    		this.miniMapBitmap.ctx.beginPath();
    		this.miniMapBitmap.ctx.rect(0, 0, widthMax, heightMax);
    		this.miniMapBitmap.ctx.fill();
    
    
    	}
    	else
    	{
    		var area = {
    			x: 0 ,
    			y: 0 ,
    			width: 1200,
    			height: 1200
    		}
            //testLayer is a state layer
    		this.miniMapBitmap.copyRect(testLayer, area, 0, 0, 1);
    	}
    	this.miniMap = MyGame.game.add.sprite(MyGame.game.camera.width - 200, 0, this.miniMapBitmap);
    	this.miniMap.fixedToCamera = true;

    This is called on player movement.

    Note that the area var is set to testing parameters, since I have no clue on what it should be (The other links didn't help)

     

    I'd love to have your more knowledgeable opinions on this!

    Thanks in advance


  2. Hey George! I will definitely read up these when I get the time. Running the whole game on the server looks interesting but I feared the cpu cost. Since you are telling me it is an industry proven technique, I will most definitely read up on it and try it! Thanks for your input.

    CtlAltDel, very interested in how you did your phaser project. I will read up on how to make a node version and a browser version!


  3. Thanks everyone for your opinions and explanations. I think we will be exploring other options since we are going for a very high concurrency per server (thousands of clients).

    That said, I might try your solution and see how it runs with many clients. Who knows, maybe it'll work!


  4. Yeah, what I meant by good practice was would I hit performance/code problems by using phaser as a physics engine in the backend.

    Like do you have to run one instance per client? If it is the case, i would need to run hundreds of instances at once :P

    Else I guess I could just code checks server side and simply use phaser frontend


  5. Hey guys! We are currently looking into various HTML5 frameworks to build a multiplayer game. One of our biggest questions is security and how it is handled, now specifically for physics such as arcade physics.

    I am asking her because I have scoured the topic and despite learning a bit of phaser, I can't yet give an educated answer to our questions. I would love to have expert opinions on the following :

    Can you prevent physics tampering with Phaser? While using arcade physics?

    Can movement be secured to prevent teleports, speedhack?

    Basically, how easy is it to make a multiplayer game with phaser that has server side algorithms for the easily hackable parts?

    Thanks, guys, I'm looking forward to your opinions and answers!