rajeev90km

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  1. Hi my name is Raj and i am a html5 indie game programmer with more than a year's experience developing html5/mobile games and 3 years developing interactive html5 apps.i would be interested in your project. Contact me at rajeev90km@gmail.com
  2. Hi, I am Rajeev. I have 3 years experience as a Software developer/UI designer with an in-depth knowledge of HTML5, CSS3, pHp, Mysql and jquery and nodeJS, and more than a year experience working with cross-platform html5 games and also porting them to ANdroid/iOS. I also have experience in integrating facebook plugins and ads with the games. Please feel free to drop in a mail at rajeev90km@gmail.com
  3. Hi, I have a phaser game and i'm using cocoon js to port it to android and IOS. unfortunately in IOS, since I am loading many images, it leads to a memory low warning and the app crashes. How do i delete the textures from the memory? Is there any way to clear the memory? I have tried cache.removeImage, cache.destroy and textureImage.destroy but doesnt seem to help much. Any help would be greatly appreciated. Thanks
  4. @heppell08 , @dec0y - Great. Thanks a lot guys, I didn't know phaser had a support for virtual game controller. guess i missed it in the examples. Thanks again
  5. Hi I'm working on a 2d plane shooter game. the plane's movements are now touch based with the plane doing a back flip when left side of the screen is pressed and similarly for the front flip using the right side of the screen. I would like to emulate an X-Box Thumbstick- type touch control for the plane. i'm not sure where to start and go about building such a touch control wheel. Any help would be greatly appreciated. Thanks in advance!
  6. For Variable persistence, use phaser states. Variables inside a state can be used across functions inside the state. if you want variables across states, initialize it on the top of the javascript file in the main function. function mainGameFunction() { var GLOBAL_VARIABLE_ACROSS_STATES = 1; var mainMenuState = { stateVariable : 10, preload: function(){ //Usage of state variable this.stateVariable++; //Usage of global variable GLOBAL_VARIABLE_ACROSS_STATES++; } create: function(){ console.log(this.stateVariable); // will output 11 } } var levelListState = { preload: function(){ console.log(GLOBAL_VARIABLE_ACROSS_STATES); // will output 2 } }} For a Function that happens every time you click on a sprite: Add the sprite as a phaser button and attach the function to its click handler. function mainGameFunction() { var gameState = { create: function(){ this.game.add.button(100,100,'spriteToBeUsedImg',this.calledFunction,this,0,0,1)); } calledFunction:function(){ console.log("Function called"); } }}
  7. For localStorage to work in canvas+ mode, use "this.game.device.localStorage". window.localStorage doesn't work with Canvas+ engine in Cocoon JS
  8. Add a phaser group, add images, buttons and other menu components to it using 'add' and position this group outside the viewport (hidden). Once the button is clicked, bring the group into view using a tween. create : function () { this.menuGroup = this.game.add.group(); this.menuGroup.y = -500; // Keep menuGroup out of view this.menuImage = this.game.add.sprite(0,0,'menuImage'); this.menuButton1 = this.game.add.button(100,100,'menuButton1',this.startGame,this,0,0,1); // add menu components to the group this.menuGroup.add(this.menuImage); this.menuGroup.add(this.menuButton1); this.game.add.button(100, 100, 'button', this.showMenu, this, 1, 0, 1, 0);},showMenu : function () { // brings menuGroup into view this.game.add.tween(this.menuGroup).to({y:0}, 2000, Phaser.Easing.Back.Out, true);},