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  1. Surprised I missed those methods.. that certainly made things a lot easier. Thanks!
  2. I have tried a couple ways. One way was using the game.renderer.snapshot utility, the other way was to create a RenderTexture and then draw each of the desired children.
  3. Performance is relative to what you are doing. Every framework has expensive method calls, but the developer, Rich, has done a lot to reduce the amount of expensive calls available to the users. As far as Phaser's general overhead, it is very small. If you are looking for good performance and know how to avoid poor programming pitfalls, then Phaser is definitely a good choice. You should also take the time to look into AudioSprites and Texture Atlases, as they will further improve the performance of your game(s).
  4. Hello, I have a dynamic image that the user creates on Scene A. Once they are done creating that image, I want them to be able to see their image on Scene B. How can I achieve this without leaving Scene A open? Thank you! Jake
  5. Thank you Samme, do you know if there is a way to get just a section of the canvas or an element on the canvas? EDIT: Figured it out using a much less elegant solution.
  6. Hi all, I am using Phaser, but I am also using standard canvas elements as well. My current objective is to render only one part of the Phaser canvas onto a new canvas element that is not associated with Phaser. One way I wanted to do this was to get the image data from an existing Phaser.Gameobject.Image. Is this possible and if so, how can it be done?
  7. Constantly resizing the window every frame is computationally expensive no matter the framework. As a solution, instead of doing this every frame, only do this when the window is resized. Here is a bit of code that may help: window.addEventListener('resize', <RESIZE_METHOD>);
  8. Hi all, I am trying to create a game with bone-based animations using ES6 and either Phaser 2 or Phaser 3. Unfortunately I haven't found anything that suits my needs. I attempted to incorporate SBCGame's spriter library with phaser, but I hit a critical error when implementing it with ES6. Any guides, tutorials or suggestions would be greatly appreciated. Thank you, Jake
  9. Hi all, Just wondering if there is a library that is compatible with Phaser that allows you to animate a character and when transitioning between states, it interpolates all of the bones to the new state instead of snapping to the first frame. Thanks! Jake
  10. Hi Keisha, I would probably use a geometry mask applied to a game object. I would then add a "draggable" listener to the gameobject and move it along the supplied Y value. Hope this helps. Let me know if you need a deeper explanation.
  11. While investigating this deeper, there doesn't seem to be any support for skeletal/bone animations in Phaser 3. I suppose I'll be heading back to Phaser 2 land for a while.
  12. Hi all, I am looking for a library that integrates with Phaser 3, so I can load an animation from Spriter, Spine or DragonBones. I did find this. However, it says to NOT use it in production. I would also prefer not to use that method as it does not incorporate much (if any) of Phaser's sprite functionality. I would be very appreciative if someone could point me in the direction of an existing Phaser 3 - Animation library. Thanks! Jake
  13. Ah, figured it out. You need to set the "type" in the config to Phaser.Canvas, not just the renderer.
  14. Hello, I am trying to follow this code snippet here: http://labs.phaser.io/edit.html?src=src\animation\spine test 1.js. When trying this on my own project, this.sys.conext is null right off the bat. Anyone know why this might be? The config can be seen below: let config = { type: Phaser.AUTO, width: 1024, height: 768, parent: 'gameWrapper', renderer: Phaser.CANVAS, physics: { default: 'arcade', arcade: { gravity: { y: 200 } } }, antialias: true, transparent: false, autoResize: true, scaleMode: phaser.ScaleModes.DEFAULT };
  15. Hi All, I am trying to add word-wrap to my bitmap text and have tried the following, but to no avail: this.questionText = this.scene.make.bitmapText({font: 'Nasalization', size: 30, align: 1, wordWrap:{ width: 450, useAdvancedWrap: true }}); This is dynamic text, so I am unable to tailor it with breaks. Thanks, Jake