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Found 30 results

  1. Hi, Elements of Art is currently developing a series of games featuring the JetFriends characters Lu and Cosmo. One of those games is "Mit Lu einmal um die Welt" (With Lu around the World). The game is a "Space Taxi" inspired action game. The goal is to transport customers to the landing pad nearest to the airport. This is done with your trusty helicopter. Unfortunately, I had to remove the game URL. I will update this post with a new link, as soon as we publish the final game. The game was build with EaselJS and box2dweb. Content loading and scene composition are done with a custom build framework. We currently target the first gerneration iPad as our low-end device. The final game will require a user account to post your highscore. As for now, there are no sounds implemented. Please let me know if you enjoy the game, or if you find any bugs Cheers, David
  2. Hi everybody, This is my first attempt to make an HTML5 game for mobile (portrait). The game play is very simple: avoid zombies. Tap on the screen to make Alice jump, Tap twice for a double jump. I would like to know if it is running ok on your devices and overall feedback about the mechanics. Thank you!
  3. Hi, I usually don’t post about agency work, but we recently launched a game called “Pilot School” that I wanted to share. Launch Pilot School The game is a simple endless runner (flyer?). It was build around EaselJS and uses Box2D for the physics. It is also Web-App capable and switches to a “low-res” version if the display width is smaller than 960px. Enjoy, and let me know if you like it or not. Cheers, David
  4. Hi there, I want to present my just released ebook: From Zero to the Appstore - Blueprints for an HTML5 Game The book is a step-by-step guidance to creating and publishing an HTML5 game for mobile devices. The whole process is paired with an example app that is also available for download in the appstores. The frameworks and tools used in the book are: EaselJS, CocoonJS and PhoneGap Build. Why do I post this here? I'll be honest: Primary for marketing purposes - but also I'm looking for reviews & feedback! So if you have a blog I am offering a free copy of the book in exchange for feedback & a review on your blog. Please drop me a note if you're interested. Of course your blog should have SOME traffic and be online a little longer than just 2 weeks, but my requirements are not that high. Get all information about the book(app, samples chapters, ect) at: Thank you all in advance!
  5. Hi Team, I am a wireless specialist by trade and a very amateur programmer in my spare time. So I may ask some funny questions and my understanding may not be on par with most of you. I am trying to program a basic asteroid avoidance game in easeljs. Basically I am drawing 10 asteroids on the canvas and making them move towards the left and offscreen. I will later initialise them offscreen to the right, move left and recycle them once they hit the left edge of the canvas to give a continuous asteroid field effect. Underneath is my code. All is working except my tick function (animate function). The tick function is actually part of createjs.Ticker class, so I am not actually calling this function with tick() anywhere in my code as the createjs.Ticker.addListener(this) is doing the work. The stage.update(); call in the tick function redraws the canvas. This is working but every frame it is not animating my asteroids. The for loop before the stage.update() seems to not do anything ! Not sure how to console debug it ! The Documentation surrounding the ticker class is very confusing. I have gone through a number of demos and they have similarly used the ticker function with bitmap image instead of circles. Could any of you who have some Easeljs experience please give me a brief rundown on how to fix the issue, how to correctly call the ticker.addlistener function and if there are any rules with adding additional functionality to the tick() function as the easeljs library has a number of attributes already defined in the tick() function. I could write my own animate function but I would rather use the Easeljs way for now as it cuts down on the code substantially. Thank you for taking the time to read this post. Hope you have a great evening and Thank you in advance. <!DOCTYPE html><html><head><meta charset="utf-8"><title>Easel Intro</title><script src="js/easeljs-0.6.0.min.js"></script><script>var canvas;var stage;var Asteroid;var numAsteroids;var radius;var asteroidsARRAY;var canvasWidth = 800;var canvasHeight = 600; function init(){ canvas = document.getElementById("canvas"); stage = new createjs.Stage(canvas); drawAsteroids();} function drawAsteroids(){ var container = new createjs.Container(); stage.addChild(container); var numAsteroids = 10; // Number of Asteroids to be reproduced on screen. asteroidsARRAY = []; //Array to store Asteroids. for (var i=0; i<numAsteroids; i++){ //for loop to draw 10 Asteroids on canvas. radius = 5+(Math.random()*10); templateAsteroid = new createjs.Graphics(); templateAsteroid.setStrokeStyle(1); templateAsteroid.beginStroke(createjs.Graphics.getRGB(0,0,0, .7)); templateAsteroid.drawCircle(0,0, radius); Asteroid = new createjs.Shape(templateAsteroid); Asteroid.x = Math.floor(Math.random()*canvasWidth); Asteroid.y = Math.floor(Math.random()*canvasHeight); Asteroid.speed = (Math.random()*5)+2; container.addChild(Asteroid); = "asteroid"+i; asteroidsARRAY.push(); } stage.addChild(Asteroid); createjs.Ticker.addListener(window);} function tick(){ var l = asteroidsARRAY.length; for (var i=0; i<l; i++) { var a = asteroidsARRAY; a.x -= a.speed; document.write(a.x); } stage.update();}</script></head><body onLoad="init();"> <canvas id="canvas" width="800" height="600"> <!-- Insert fallback content here --> </canvas></body></html>