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I'm trying to develop an audio rhythm based 2d html5 game and need some advice. I'm trying to develop the logic to sync the audio with the games animation. I do not need a constant animated sequence nor do I need to sync user input but I do need the animation to play once per selected be at and on time/ beat and be able to increase the number of beats eventually animating on almost all notes per bar for the duration of the audio. Now I've researched various method on how to compensate FPS for BPS when trying to sync audio with visual/ input tasks but I'm wondering if this is overkil
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smatthews1999 reacted to a post in a topic: Applying Force/ Impulse to P2 Physics Body on collision
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Hey guys, I made this game using phaser and wanted some feedback on it our pc or laptop go to Air Console from your pc or laptop and connect using your smartphone via the Code. The aim of the game is to keep the ball in the air by moving the player across the screen via the touch gestures using your connected mobile device. You have to click CONTINUE then START to BEGIN the game! Some areas I have concerns with are :- Ball gets stuck in middle of player when colliding Audio on safari seems to be inefficient the multiple audio is played. Not sure how to c
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Hey guys, I made this game using phaser and wanted some feedback on it our pc or laptop go to https://soccerhead.herokuapp.com from your pc or laptop and connect using your smartphone. Some areas I have concerns with are :- Ball gets stuck in middle of player Audio on safari Not sure how to combat these obstacles but any feedback is appreciated thanks
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Ok i'm not sure why but I had to do the following in order to get it to work. pauseUpdate() { if(this.unpaused) { delete this.unpaused; this.game.paused = false; console.log('unpaused'); } } startGame() { this.unpaused = true; this.game.paused = false; console.log('start game'); } Have to call game.paused = true twice.... the log at pausedUpdate() indicates that game.paused is being set back to true. Not sure why
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class GameStatePlay extends Phaser.State { init() { this.game.paused = true; this.onEndGamePlayEvent = new Phaser.Signal(); this.onStartGamePlayEvent = new Phaser.Signal(); this.onStartGamePlayEvent.add(this.startGame, this); } create() { let game = this.game; let playerCollision = game.physics.p2.createCollisionGroup(); let ballCollision = game.physics.p2.createCollisionGroup(); game.physics.p2.updateBoundsCollisionGroup(); let timeBoard = new TimeBoard(game); game.world.addChild(timeBoard); let timer = game.time.create(false); timer.lastDroppedBal
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Sorry if it doesn't seem clear "startGame" is being called by an anonymous function created in the state as shown in the 2nd snippet. game._codePaused is apparently a private var in the Phaser.Game class when i outputted it to log. This is driving me nuts as all documentation and research is showing is that to pause and unease a game is a simple matter of setting the variable...I'm at odds end as to why it isn't "unpausing"
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Pausing game, is there any drawback from doing it this way?
isekream replied to AzraelTycka's topic in Phaser 2
Hey, Why would the code in this thread not work? -
Thanks but I am using P2 Physics. I check ended up doing a conditional check for the sprite's.x value against the floor on an update()