phreaknation

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  1. Like
    phreaknation got a reaction from Gravix in Phaser Web Components UI Plugin   
    tl;dr:
    An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom.
     
    So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power.
     
    As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play.
     
    Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen.
     
    Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease.
     
    Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time.
     
    I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github.
     
    With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working.
     
    GitHub link
    Damage Indicator
    Name Plate and Stat Bars
    Marker
    Window
    Volume bar
    Video Player
    Avatar
    Icon
    Screen Splatter
    Component improperly loaded
  2. Thanks
    phreaknation got a reaction from Sir_G in My Phaser Plugins   
    This is a list of plugins I have done and going to do in no particular order. Help support me in making plugins.
    Dialog Manager: Dialog system that pulls scripts of dialog based on scripts. Inventory Manager: Complete inventory system that manages multiple inventories. Locale Manager: System for handling multiple locales. "Mode7": Progress, History, Wiki. My attempt at bringing more depth to Phaser.io than your run of the mill perspectives. Projectile Weapons: Various types of projectile weapons. Registry Manager: Simple registry to handle the data for a game. Handles both LocalStorage, Cookies and RESTful API. Selection Manager: Unit selection using html/css/js. To be updated. Sprite Generator: Generate sprites via a back end, as well as saving them via the Registry Plugin via Base64 and cache. Tilemap Generator: Generates a tilemap based on perlin noise. These are ones that I plan to develop later on after I get the others stripped out.
    Achievement Manager: TBD Battle Manager: Turnbase, or Realtime battle system that handles the flow of combat. Character Manager: Handles various styles of games: Platformer, Topdown, etc, and various types of entities PC, NPC, Vehicles, etc and provides reusable interactions: directional movement, jumping, attacking, etc. InApp Purchases Manager: TBD Notification Manager: HTML/CSS notification system. Quest Manager: TBD Save Manager: Handles saving/loading/deleting game states with using the Registry plugin. Social Media Manager: TBD


     
     


  3. Like
    phreaknation got a reaction from stupot in Phaser Web Components UI Plugin   
    tl;dr:
    An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom.
     
    So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power.
     
    As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play.
     
    Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen.
     
    Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease.
     
    Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time.
     
    I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github.
     
    With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working.
     
    GitHub link
    Damage Indicator
    Name Plate and Stat Bars
    Marker
    Window
    Volume bar
    Video Player
    Avatar
    Icon
    Screen Splatter
    Component improperly loaded
  4. Like
    phreaknation got a reaction from samid737 in Phaser Web Components UI Plugin   
    I will be working on it being draggable at a later on, I will be adding this feature to a lot of the components. Windows already are. What kid of buttons? All styling can be done through CSS. I am providing basic support for the "label" color. I also have an options isClosable which does provide a close button. Might allow a way for adding some any kind of button that can be added. Let me work on that and see if I can do that.


  5. Like
    phreaknation got a reaction from samid737 in Phaser Web Components UI Plugin   
    @samid737
    So I have added in the ability to add buttons to the tag component. Currently supports one single click callback but I might roll in the events system with the buttons later on. Below is the current code that is used for the tags as a full example.

     
    let tags = []; for (let index = 0; index < 2; index++) { let tag = this.game.add.existing( new this.game.PhaserWebComponents.components.UI.Tag({ game: this.game, options: { backgroundColor: `rgb(${Math.floor(Math.random() * 255)}, ${Math.floor(Math.random() * 255)}, ${Math.floor(Math.random() * 255)})`, // This is the type of tag. 'color' or 'arrow'. Arrow tags adds an arrow to the side. type: 'color', /// Direction of the arrow. Only for type 'arrow // arrowDirection: 'left', text: 'Tag ' + index, // The 'html' option is to allow for more control over the tag. Will replace the inner text content. // html: ``, isCloseable: index % 2? true : false, buttons: [ { // align the control to the left or the right of the label content. align: index % 2? 'right' : 'left', // Text of the button text: 'Click me', // String of space separated classes to pass into the class attribute clssses: 'asdf', // The 'html' option is to allow for more control over the tag. Will replace the inner text content. // html: '', // Callback for the click action callback: (ev) => { // ev is the event // do something when clicked console.log('Clicked') }, } ] } }), ); secondWindow.getContainerNode().querySelector('.body').appendChild(tag.getContainerNode()); tags.push(tag); }  
  6. Like
    phreaknation got a reaction from samid737 in Phaser Web Components UI Plugin   
    Today I have removed one component as it did not make sense to make a component with it which is the Showcase component. If anyone has any ideas for it that make sense, by all means, shoot them over to me.
    With that I wanted to show some progress with the tag controls. I have finished up the screen splatter and line components. At least to the point of being releasable. I am currently working on the Tag component which will have a few nifty features around it. Below is the current progress on what is currently done with the Tags. You can customize the tags how you wish quite easily. Stay tuned for more


  7. Like
    phreaknation got a reaction from samme in Phaser Web Components UI Plugin   
    tl;dr:
    An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom.
     
    So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power.
     
    As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play.
     
    Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen.
     
    Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease.
     
    Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time.
     
    I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github.
     
    With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working.
     
    GitHub link
    Damage Indicator
    Name Plate and Stat Bars
    Marker
    Window
    Volume bar
    Video Player
    Avatar
    Icon
    Screen Splatter
    Component improperly loaded
  8. Haha
    phreaknation got a reaction from samid737 in Phaser Web Components UI Plugin   
    Whoops. This is what I get for writing the post at two am. Added to the post as well as here
     
    https://github.com/phreaknation/phaserwebcomponents
  9. Like
    phreaknation got a reaction from pixelburp in Phaser Web Components UI Plugin   
    tl;dr:
    An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom.
     
    So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power.
     
    As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play.
     
    Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen.
     
    Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease.
     
    Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time.
     
    I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github.
     
    With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working.
     
    GitHub link
    Damage Indicator
    Name Plate and Stat Bars
    Marker
    Window
    Volume bar
    Video Player
    Avatar
    Icon
    Screen Splatter
    Component improperly loaded
  10. Like
    phreaknation got a reaction from samid737 in Phaser Web Components UI Plugin   
    tl;dr:
    An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom.
     
    So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power.
     
    As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play.
     
    Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen.
     
    Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease.
     
    Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time.
     
    I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github.
     
    With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working.
     
    GitHub link
    Damage Indicator
    Name Plate and Stat Bars
    Marker
    Window
    Volume bar
    Video Player
    Avatar
    Icon
    Screen Splatter
    Component improperly loaded
  11. Like
    phreaknation got a reaction from Skeptron in Phaser Web Components UI Plugin   
    tl;dr:
    An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom.
     
    So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power.
     
    As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play.
     
    Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen.
     
    Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease.
     
    Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time.
     
    I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github.
     
    With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working.
     
    GitHub link
    Damage Indicator
    Name Plate and Stat Bars
    Marker
    Window
    Volume bar
    Video Player
    Avatar
    Icon
    Screen Splatter
    Component improperly loaded
  12. Like
    phreaknation reacted to rich in Forum Downtime - The forum is moving   
    Hi all,
    Yesterday, starting at 4pm GMT, the forum suffered a comprehensive, well-coordinated DDoS attack. This was a properly distributed attack, meant to disable the site (which it did), not just some script kiddies playing around. We had thousands of open connections blocking ports and exhausting our httpd service, with sustained inbound traffic floods of 20GB per second (the equivalent of saturating a dedicated 40Mbps T3 line).
    I spent the entire night working diligently with my host to resolve the problem. As a side effect, the attack also took down other sites hosted on the same server, including the Phaser site. The target, however, was the forum. We finally managed to block the attack, but there were 12 hours of downtime and ripples of it carrying on throughout today. It cost me a lot of time, money, and effort.
    Although no-one has claimed to be responsible we have evidence indicating it was related to a previous altercation that took place on the forum. As a result, several things are happening:
    1) The forum is moving to a different host. It will be hosted directly by Invision, the company who make the forum software. They are in the process of transferring the forum, and in approximately 6 hours time it will be offline as the transfer takes place. They will retain all member accounts, forum posts and file uploads. Custom plugins will also be kept. My thanks to the Babylon.js team to helping fund this move.
    2) The Chat room has been disabled, and will not be bought back after the move.
    3) The forum will be offline as the domain name is transferred over the course of this weekend. Honestly, I'd just wait until Monday and come back then.
    4) I am personally taking the decision to remove a member of the community a lot of you may know: TrueValhala. To be clear, I do not believe he is responsible for orchestrating the DDoS at all. However, he constantly clashes with other forum members (some of it warranted, some most certainly not), and I am regularly receiving complaints to the point where I cannot ignore them any longer. This DDoS attack was the final straw.
    I've given this situation a lot of thought, and for many years I have let his actions slide because it was always just a form of 'passive aggressiveness' and over-reaction, rather than anything malicious, and sometimes it was justified too (he receives his own fair share of vitriol now and again.) If you are one of those who has attacked him in the past, perhaps you helped contribute to his polemical responses? But I've moderated forums for over 20 years now, and can confidently say this is one is the most helpful and friendliest ones I've had the pleasure to be part of, and I'm not willing to let it be negatively impacted like this any longer. I'm genuinely upset it had to come to down to this. I know a lot of you follow TV and admire his work, and personally, I admire greatly what he has achieved with html5 on a business level. I'm only writing about him here because I know a lot of you will ask why he is 'banned', I didn't wish to single him out, but he's a prominent part of the community, and you don't just remove that without justifying it first. I genuinely wish him the best for the future and hope he can find another forum to share his insights on, for when you strip away the scathing elements, what is left is usually really informative.
    You're welcome to email me directly about any of this.
  13. Like
    phreaknation reacted to nicloay in Phaser.loader - active loading canceled / reset   
    I have similar problem and sims like it's not because of code.
     
    1. I have windows 10
    2. I use grunt and grunt-contrib-connect - with this http server i don't have any chance to load all resources.
    3. WebStorm and python simple http server has the same behaviour. At first it load several images (4 or 5), when you reload, it load another images =). and on 3d page reload it loads everything =) (and it works like this because it doesn't reload cached items).
     
    So i little bit googled and found this page https://community.spiceworks.com/topic/980907-windows-10-maximum-connection-limits
    It show that windows 10 has limit of 20 incoming tcp connections and maybe this is an issue, not the phaser or main code.
     
    p.s. and sorry i'm newby with Phaser, just started to learn it and still at war with configs and environments =)
     
     
    Ah.. and here is a code used by loader.
    https://github.com/meanderingleaf/PhaserBookExamples/blob/master/shmup/src/states/Preload.js
     
     
    the issue was solved in the slack channel by @phreaknation
    problem in loading in create() function need to be in preload()
     
  14. Like
    phreaknation got a reaction from PhaserEditor2D in Compilation of various resources   
    Gotcha. Do you know who wrote it?
  15. Like
    phreaknation got a reaction from assafsahar123 in Ideas for improving my new game?   
    suggest some kinda intro or help screen. First click I had no idea what to do. After the second click I knew though
  16. Like
    phreaknation got a reaction from nkholski in My Phaser Plugins   
    Just wrapped up the initial release of the dialog manager 😁. Check out the video and demo for more details.
  17. Like
    phreaknation got a reaction from nkholski in My Phaser Plugins   
    Much progress. Such wow. Dialog manager.

  18. Like
    phreaknation got a reaction from drhayes in My Phaser Plugins   
    I was making a game that was not really MMO but could be considered. The map its self for the online game would be mmo style so shared. Generating it on the back end allows me to keep the original spritesheets used private while generating hundreds of sprites with said sheet. You could totally do it on the client side but would you wouldnt want that for an online game. People would essentially run it and penises would be everywhere.

    Side note, mine isnt so much open source. Free to use in private stuff but once you go public I do ask to purchase the plugin. At 4.99 and 9.99 per plugin or supporting me on Patreon to help things along. If you decide to use it in a public game without purchase I wont get all crazy about it. That on that person if they want to be an a** hat. lol
  19. Like
    phreaknation got a reaction from drhayes in My Phaser Plugins   
    Just finished up the Sprite generator plugin. It support multiple layers, custom filters, and includes a tint filter.
     

  20. Like
    phreaknation got a reaction from WiLD11 in What is your favourite Phaser plugin?   
    Isometrics plugin. Because I am a fan of the look of isometric games such as Diablo or the original Fallout series
  21. Like
    phreaknation got a reaction from drhayes in My Phaser Plugins   
    Wanted to show off some progress of the tilemap plugin. Should be packaging it up here sometime tonight or tomorrow.

  22. Like
    phreaknation got a reaction from drhayes in My Phaser Plugins   
    This is a list of plugins I have done and going to do in no particular order. Help support me in making plugins.
    Dialog Manager: Dialog system that pulls scripts of dialog based on scripts. Inventory Manager: Complete inventory system that manages multiple inventories. Locale Manager: System for handling multiple locales. "Mode7": Progress, History, Wiki. My attempt at bringing more depth to Phaser.io than your run of the mill perspectives. Projectile Weapons: Various types of projectile weapons. Registry Manager: Simple registry to handle the data for a game. Handles both LocalStorage, Cookies and RESTful API. Selection Manager: Unit selection using html/css/js. To be updated. Sprite Generator: Generate sprites via a back end, as well as saving them via the Registry Plugin via Base64 and cache. Tilemap Generator: Generates a tilemap based on perlin noise. These are ones that I plan to develop later on after I get the others stripped out.
    Achievement Manager: TBD Battle Manager: Turnbase, or Realtime battle system that handles the flow of combat. Character Manager: Handles various styles of games: Platformer, Topdown, etc, and various types of entities PC, NPC, Vehicles, etc and provides reusable interactions: directional movement, jumping, attacking, etc. InApp Purchases Manager: TBD Notification Manager: HTML/CSS notification system. Quest Manager: TBD Save Manager: Handles saving/loading/deleting game states with using the Registry plugin. Social Media Manager: TBD


     
     


  23. Like
    phreaknation got a reaction from nkholski in My Phaser Plugins   
    Wanted to show off some progress of the tilemap plugin. Should be packaging it up here sometime tonight or tomorrow.

  24. Like
    phreaknation got a reaction from samme in My Phaser Plugins   
    Well I have made some headway on the tilemap generator. It doesn't generate the sprites or anything but rather produces the meat and potatoes you can then use to build your maps. Attached is some code to generate a grid and some test output from the console. Since this is handling x and y coords, and nothing specific to any render engine, this should work for just about anything.
    Also this does not have the actual perlin generator built in but rather will allow you to use any perlin system. With that, any system used needs to have the first three parameters as x, y, z. Some systems may need to be wrapped into a function to pass this way but this allows anyone to use existing perlin libraries they have to be used.
    Still needs some work and cleaning up but this is a good start. Might have it ready this weekend. Plan on making a small Phaser project to show start to end how to use this in a project.
    console.log('Loading Tilemap Generator...'); genTilemap = this.game.plugins.add(PhreakNation.Plugins.TilemapGenerator); // this should be passed from the server or stored and retreived from some kind of location. var rndSeed = Math.floor((Math.random() * 8999) + 1000); var perlin = genTilemap.setPerlin(Perlin, rndSeed, true); genTilemap.setPerlinFunction(function(x, y, z) { // Example of passing to a function. Not actually needed for this specific library. return perlin.noise(x, y, z); }); var grid = genTilemap.generateGrid(null, null, function(rand, x, y) { // This is where you would handle the sprite generation. return { rand: rand, x: x, y: y, }; }, { height: 4, width: 4, }); console.log(grid);

  25. Like
    phreaknation got a reaction from samme in My Phaser Plugins   
    Wanted to show off some progress of the tilemap plugin. Should be packaging it up here sometime tonight or tomorrow.