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  1. Ok, on several (3 or more) first compiles, this behavior is repeated, but later fps is normally (55-60).
  2. I created simple code with ReqiureJS. Created view-clas, where I create my images. All images I keep in 1 Phaser.Group.
  3. In canvas mode I have this error: Uncaught TypeError: Cannot read property 'save' of null c.StateManager.render c.Game.updateRender c.Game.update c.RequestAnimationFrame.updateRAF window.requestAnimationFrame.forceSetTimeOut._onLoop I tested on Mac (Hackintosh) CPU: 3,29 GHz Intel Core i3, RAM: 8 GB Browser: Safari 9.0.3 I don't animate this images, and don't use tweens. I think, that this app redraw frames unnecessarily, too. And how I can decide this? (Sorry for my bad english)
  4. Hello! When I create empty project and load assets, fps = 60, ok. After adding about 15 images to stage (game.add.image(0, 0, atlasKey, frameName)), fps jumps between 35 and 55. (All Images have: 208x208px, about 50KB, and keep in 1 xml atlas) Please, help to solve this problem. Thanks.
  5. Thanks, drhayes! I decided this question with a similar way
  6. I have got 2 states: Win and Ready. On Win state I am showing win panel and starting timer for animate to collect my WonScores to TotalScores. But I need to switch to Ready state immediately after Win (after showing panel), NOT after win timer complete.
  7. Hello! How to save game timer events, when I switch to next state? I'm use: game.state.start(GameState[GameState.Win], false, false); But on Win state all timer events of previous state are destroyed :( Thanks.