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About Aer

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  1. Aer

    Performance out of canvas

    Yeah text shadow is really bad and it shouldn't be overlaying the game as well. You should consider using an image instead, loading fonts tends to slow loading down too. And make sure all your css is correctly positioned and not moving or being affected by other elements moving (like a hover effect)
  2. Aer

    I finished something!?

    Ok, Try it now, I updated a few things. There is no push when clicked Color now changes when clicked As for optimizations Promoted several static variables to state properties, rather in function vars Added conditionals to not update variables as often Tile textures specifically were put into state This helped a lot, and I'm still not sure why, I guess the look up within the closure was taking too long? Optimized for view Tiles not in view have their input and exists set to false; Issues Crashes on your second retry Still slow on mobile devices
  3. So I finally finished something, but it's still very slow especially on mobile. I'm hoping some of you help can point out why. Game is here: Code is here, all one file, with different states:
  4. I use: var game = new Phaser.Game(720, 1280, Phaser.CANVAS, 'gameContainer');And: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;if ( { var body = document.querySelector('body'); = '400px'; = '40px auto';} this.scale.pageAlignHorizontally = true;this.scale.pageAlignVertically = true;This seems to work on the latest Cocoon & Phaser
  5. I've been especially stubborn this week and so worked out a way to get text input in Canvas+ without having to use the dialog. Check it out - Textbox Plugin[GitHub] See the example below on usage. Currently it ONLY works in CocoonJS, I'll soon be adding browser support. =; // Set some variables var halfWidth =, halfHeight =, leftAlign = 100, rightAlign = - 100, boxlength = - 200, boxheight = 72, userFont = { font: '50px sans-serif', fill: '#000' }; // Create a Mobile.Textbox // game.add.textbox (x, y, width, height, text, group) this.emailTextbox = this.add.textbox( leftAlign, halfHeight, boxlength, boxheight); // Start listening for clicks this.emailTextbox.enableKeyboard('phone');
  6. You know I haven't actually tried that, but the instructions in the phaser-examples repo say to use node+grunt so I kinda just assumed. I will test that tomorrow.
  7. So I'm actually new to Phaser and I needed also a way to look at the examples offline on my laptop. I added Phaser's examples to Warp to be hosted on a different port in order to run both at the same time. Also I did this more simple thing in order to learn how your framework works, do you have documentation for Modo or only the source code? (because its pretty big). Let me know if it's something you'd want to pull Also...the Phaser Examples are open source but I'm still not sure if I can distribute it, any thought?
  8. This is a really cool project, I'd like to help. What's the best way to help contribute?
  9. I've seen that here are some solutions for pausing the game after a screen orientation change event, but I wanted to know if anyone has solutions for locking / preventing the change. Also, preferably using only Pixi.js (I've seen Phaser has an option for handling, but not locking). If it's not possible guess I'm just looking for best practices on handling this. Thanks for helping this newb.