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About fatboyarming

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  1. fatboyarming


  2. Hello everyone, I would like to create a game and it can use mobile device play in brower. so in order to test the game touch screen and pause function, I try to use the following template to upload to itch.io https://phaser.io/examples/v2/misc/pause-menu The following is demo https://testingacc1.itch.io/tesing It is good performance for browser . But when I use mobile device to testing the game , It find a problem . When I touch the " pause" button One hit It seem like hit more time what is problem or I miss something about itch setting Thank you very much
  3. Thanks!!!Your code is really Simple and worK!!! thank you very much!!! have a nice day,THX
  4. Oh, I find the solution I add this code, my problem is solved blank_platform.forEach( function(blank_platform){ blank_platform.body.setSize(300, 300, 0, 0); });
  5. Hello everyone, I would like to create a platformer game and need to create a blank platform without image Here is my code blank_platform = game.add.group(); blank_platform.create(700, 500, null); blank_platform.create(1500, 500, null); blank_platform.enableBody = true; blank_platform.setAll('body.immovable', true); //Try to set their body size but not work blank_platform.body.setSize(300, 300, 0, 0); //and try to use the follow method, but still not work blank_platform.setAll('body.setSize',[300, 300, 0, 0]); but still not work and show this error Uncaught TypeError: Cannot read property 'setSize' of undefined Have any idea?? thank you very much
  6. Thanks @onlycape Thank you very much!!!!! Thanks for your help Have a nice day!!!!! I am happy
  7. I want like to create some animation ,The following is my script Step 1 go to step 2 after 5 seconds Step 2 go to step 3 after 3 seconds Step 3 back to step 1 after 3 seconds var stepOne = true; function create (){ // if (stepOne) { } <- alway true //Step 1 game.time.events.add(Phaser.Timer.SECOND * 5, function(){ stepOne = false; stepTwo = true; stepThree = false; console.log('go to step 2'); //Step 2 game.time.events.add(Phaser.Timer.SECOND * 3, function(){ stepOne = false; stepTwo = false; stepThree = true; console.log('go to step 3 '); //Step 3 game.time.events.add(Phaser.Timer.SECOND * 2, function(){ stepOne = true; stepTwo = false; stepThree = false; console.log('back to step 1 '); }, this); }, this); }, this); } Any idea how to loop it ??Thank you very much! I try to use "game.time.events.loop" ,but each time it goes to some step, it execute first step script, how to fix it ??? THX
  8. like this example http://jsfiddle.net/lewster32/u3p5n/ When using game.input.activePointer.isDown Click anywhere on the screen to trigger an event function update() { if (game.input.activePointer.isDown) { this.sprite.velocity.y += -50; } } but Is it possible to set a specific area to use for game.input.activePointer.isDown? Like the follow screen, on or two figer tought is possible?? Thanks
  9. Thank you so much!!! I find the easy way solve my problem game.debug.text(isTrunOn, x,y);
  10. How to show the boolean value on debug message?? Is it possiable to do it ??? Thanks var IsItTurnOn = true; function update() { //console.log(IsItTurnOn); if(something...) { IsItTurnOn = true; } else { IsItTurnOn = false; } } function render() { // Display game.debug.???????(isTurnOn); } I don't want to use console.log method because it is very hard to debug anyidea?? thanks