xronn

Members
  • Content Count

    129
  • Joined

  • Last visited

About xronn

  • Rank
    Advanced Member

Contact Methods

  • Twitter
    xronnstudios

Recent Profile Visitors

940 profile views
  1. Agreed there is only a single quest, no controls/settings etc... if developed further I would be looking to adding combat, health systems, maybe skill trees. Thankyou for the feedback
  2. I've been working on pixel quest for a few months now and I wanted to showcase it for the first time! The game is more of a proof of concept rather than a full commercial game but I would appreciate any feedback on usability or anything you feel i need to add / adjust. Hopefully this game is something a little different for the phaser community and I hope you like what I've come up with so far! Play Link Back Soon! Credits coming soon!
  3. That works really well, thank you for the input this solved the issue wonderful thanks!
  4. So the canvas? or does phaser have some jargon for targeting the game element
  5. Aha, I'm not sure I understand how to apply it could someone show can example? $(".chat-entry").focus(function() { Phaser.Keyboard.removeKeyCapture(interactButton.Phaser.Keyboard.SPACEBAR); interactButton.enabled = false; });I can't call phaser outside of phaser so how do I know when to turn it off ;/
  6. Hi, How would I do that I'm calling it in phaser as such - interactButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);Should I just write the JS to do the correct action as default?
  7. Hey, I'm using spacebar as an interaction key in my phaser game, but I also want to use spacebar for my chatbox running on the same page. Unfortunately I can't put spaces in between words in my chat box because phaser won't allow it. Is there anyway to get around this?
  8. Hey, I have a small bit of UI and I want the wrap the text at a max width but it doesn't seem to wrap at all. I'm not getting any errors just not the result I would expect. inventList = invent.join(', '); inventItems = game.add.text(37, 468, inventList.toString(), {font: "12px Arial", fill: "#000000", align: 'left'}); inventItems.fixedToCamera = true; inventItems.alpha = 1; inventItems.maxWidth = 150;So Im basically display an array, but I've used the join to put spaces in between the results. I've also tried a list of plain text that also didn't reduce the width
  9. This is basically what I need however it uses the isDown call which is what Im using... Do you know if it solves the issue just by adding time between events, I didn't really want to start adding timed delays between keyboard input. A callback method will work for everyone who uses a key for a single purpose e.g. moving the player up... However my spacebar input is used as an interaction thus requiring it to be used all over my game so it can't have a single callback.
  10. I'm using the spacebar as shown below - interactButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);Then I call it as such - if (quest1 == false && interactButton.isDown)The problem is if you tap the spacebar you hold it down for 3 or 4 milliseconds thus meaning the if statement is run 3 or 4 times, which isn't any good. If I change it too - if (quest1 == false && interactButton.isUp)Then when I tap the spacebar the whole time it's up after the tap which is until I press it down again it loops through the if statement which isn't any good either. Does Phaser support something like a tap listener so when its down and then up it runs once not 100s of times as it currently does.
  11. Aha, thank you likaos I like you're idea too, I'll give it a go thanks!
  12. Hi, I'm trying to set all my physics setting for a group so when I draw each of my sprites I don't have to write the same code over and over again. npcGroup = game.add.group(); npcGroup.setAll('body.setSize', 19,26); npcGroup.setAll('body.immovable', true); npcGroup.setAll('body.moves', false); game.physics.enable(npcGroup, Phaser.Physics.ARCADE);Thats what I got but it doesn't appear to work, although I don't get any errors in the console either. Edit: I've updated these sections which now work - npcGroup.enableBody = true; npcGroup.physicsBodyType = Phaser.Physics.ARCADE;
  13. Hi, thanks so much for the demo I really like that second option, could you explain the use of "el" in the forEach
  14. I mean a number of game sprites not tiles, such as players/npcs, instead of drawing each one at a position with the key, looking for an example of how this could be done. If not then is using groups best? Edit: Posted from a member of the team of the op
  15. Yeah I suppose, but how can I call them from an external js file if I want to have say a userInterface.js I'll preload the images then in my game create I'll draw them but then how can I write my own js inside my userInterface.js file. I wouldn't have anyway of calling the ui sprites I've drawn on in the create?