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About korgoth

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  1. @Moussawi7: It was packed with cocoonjs ( https://www.ludei.com/cocoonjs/ ) you dont need to do anything specific to play sounds, just use phaser:)
  2. This code is working fine on desktop (returns true when I hold the mouse button on the sprite ) but not on mobile or in Google Chrome Canary emulator ( always returns false ). this.flyButton = this.add.sprite(100,100,'button');this.flyButton.inputEnabled = true;update: function() { console.log(this.flyButton.input.pointerDown());}What am I doing wrong? ( Phaser 2.1.3 )
  3. I have a really simple preloading code with Phaser v2.1.3 ( latest atm ) BasicGame.Preloader = function () {};BasicGame.Preloader.prototype = { preload: function () { this.load.image('orientation', 'assets/images/orientation.jpg'); this.load.image('background1', 'assets/images/background1.png'); this.load.audio('sound_1', ['assets/audio/1.ogg','assets/audio/1.mp3']); this.load.audio('sound_2', ['assets/audio/2.ogg','assets/audio/2.mp3']); this.load.audio('sound_3', ['assets/audio/3.ogg','assets/audio/3.mp3']); this.load.audio('sound_4', ['assets/audio/4.ogg','assets/audio/4.mp3']); }, create: function () { }, update: function () { }};Every audio file is requested twice but the second request is aborted. Check out the attached firebug screenshot: Anyone else noticed this strange behavior with Firefox 33.0.1 ? Update: this is not happens in Phaser v2.0.7 with the same code. Maybe its a phaser bug?
  4. I am wondering what is the best way to access state's properties from an extended sprite? Method 1 ( pass this.game to the Player class like in phaser examples then use this.game.state.states.Game.property ) MyGame.Game = function (game) {};MyGame.Game.prototype = { create: function () { this.property = 123; // pass this.game as in the examples this.player = new Player(this.game); }, update: function() { this.property += 1; }, }Player = function (_game) { Phaser.Sprite.call(this, _game, 0, 0, 'player'); this.game = _game; console.log(this.game.state.states.Game.property);};Player.prototype = Object.create(Phaser.Sprite.prototype);Player.prototype.constructor = Player;Method 2 ( pass the state itslef to the Player class ): MyGame.Game = function (game) {};MyGame.Game.prototype = { create: function () { this.property = 123; // only pass this ( the state itslef ) and not this.game this.player = new Player(this); }, update: function() { this.property += 1; }, }Player = function (parentState) { Phaser.Sprite.call(this, parentState.game, 0, 0, 'player'); this.parentState = parentState; console.log(this.parentState.property);};Player.prototype = Object.create(Phaser.Sprite.prototype);Player.prototype.constructor = Player;Method 3 ( with parameters ): MyGame.Game = function (game) {};MyGame.Game.prototype = { create: function () { this.property = 123; // pass this.game as in the examples this.player = new Player(this.game,this.property); }, update: function() { this.property += 1; }, }Player = function (_game,property) { Phaser.Sprite.call(this, _game, 0, 0, 'player'); this.game = _game; this.property = property; console.log(this.property);};Player.prototype = Object.create(Phaser.Sprite.prototype);Player.prototype.constructor = Player;Anything wrong with method 2? Thank You.
  5. Did you found any solution except go with bitmaptext?
  6. Thank you very much! Its static you must see something like this:
  7. Hello! Unfortunately I dont have an Iphone 5S and the client says the game is not working ( he only see a black screen ). I tested on various phones and didnt noticed any errors. If you have an 5S phone please try to run the game and tell me the results. url: http://baldricksoft.com/iphone/ If its not working and you know how to get the error log please send it to me. Thank You! Viktor
  8. @Videlais: also the text shadow fails in cocoonjs launcher ( with truetype fonts ). You can use something like this in your test case to check: text.setShadow(3, 3, 'rgba(0,0,0,0.5)', 5);
  9. game.add.text() is working fine for me even with truetype fonts ( cocoon 2.0.2, phaser 2.0.7 ), except the multiline feature. If I try to break a line with the newline character the space between the lines will be huge ( about 200px with 30px font size ).
  10. Hello, my phone is an LG Optimus Black: Cocoonjs launcher: (1)45fps - (200)30fps - (500)21fps Imho you need a phone less than 1-2 years old to get good results with cocoonjs.
  11. I tried to run the audio examples on a safari browser (5.1.7) for example this one: http://examples.phaser.io/_site/view_full.html?d=audio&f=loop.js&t=loop but I got the following error message: Phaser.Loader error loading file: squit from URL null phaser.js:45440TypeError: 'null' is not an object (evaluating 'this.context.createGain') Also tried it with an m4a file but I got the same error. It is normal and safari for windows is not compatible with the audio?
  12. Update: Cubimal Adventures can be played on the web too: http://cubimal.baldricksoft.com/game/ and no longer WIP
  13. More info on this. If I force the navigation bar on my phone ( it have hw buttons ) to archive the same aspect ratio as on the larger phone with no hw buttons the bug is not appear. Screenshot attached. Maybe its a device specific problem? Anyway its really annoying, I can't find a solution :S
  14. Thank You Tumain! Can you make a screenshot about the render bug please?