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Found 699 results

  1. I'm trying to make a quiz that sends you to a different page based on your answers, and I was wondering if it's possible to use conditionals to decide which page you'll be sent to. Is it?
  2. I just wanted to bring this article to your eyes: Resume of the linked article: some online obfuscators may add spamming code to your obfuscated javascript. Also, I am currently giving Google Closure Compiler ( ) a try in advanced mode, if anybody wants to add some cool tips, thanks.
  3. Hey guys, I have a business of fiverr in which I literally make html games in 2 days time. I usually go for around $5-10, and I already have one 5 star review. Check it out:
  4. Hi all I'm trying to make an animation play when i hit a button so far I've tried using an onclick attribute on the button tag but it didn't work and nothing on the forums looks like it would help. I'm trying to make it a bit like jigspace if that helps. }); project.js
  5. I'm trying to move a canvas object towards a onmousedown position, which gets sent from a user to the server. But my problem is the following: The object on the canvas is only moving a little step towards the delivered position. There must be a problem which could be caused by the dest calculation. Youtube video which shows my problem: A jsfiddle with a working example: Code which sends the position from the user to the server and which draws each user on the canvas: <script type="text/javascript"> var ctx = document.getElementById("ctx").getContext("2d"); ctx.canvas.width = window.innerWidth; ctx.canvas.height = window.innerHeight - 142; var socket = io(); socket.on('newPositions', function(data) { ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.fillStyle = "rgb(255,0,0)"; ctx.beginPath(); for(var i = 0; i < data.length; i++){ ctx.arc(data[i].x, data[i].y, 10, 0, Math.PI * 2); } ctx.closePath(); ctx.fill(); }); document.onmousedown = function(event) { socket.emit('positionUpdate', {x: event.pageX - ctx.canvas.offsetLeft, y: event.pageY - ctx.canvas.offsetTop, state: true}); } document.onmouseup = function(event) { socket.emit('positionUpdate', {x: event.pageX - ctx.canvas.offsetLeft, y: event.pageY - ctx.canvas.offsetTop, state: false}); } </script> Part of the app.js code which contains the current position update code var serv = require('http').Server(app); var SOCKET_LIST = []; var PLAYER_LIST = []; var Player = function(id, x, y){ var self = { x: 100, y: 100, id: id, number: "" + Math.floor(10 * Math.random()), mouseMovement: false, maxSpd: 5, radius: 10 } self.updatePosition = function(x, y) { if(self.mouseMovement){ // Problem movement var targetX = x; var targetY = y; var tx = targetX - self.x; var ty = targetY - self.y; var dist = Math.sqrt(tx * tx + ty * ty); var velX = (tx / dist) * self.maxSpd; var velY = (ty / dist) * self.maxSpd; if (dist > self.radius / 2) { self.x += velX; self.y += velY; } // Problem movement end } } return self; } var io = require('')(serv, {}); io.sockets.on('connection', function(socket){ console.log('socket connection'); = Math.random(); SOCKET_LIST[] = socket; var player = Player(; PLAYER_LIST[] = player; socket.on('disconnect', function(){ delete SOCKET_LIST[]; delete PLAYER_LIST[]; }); socket.on('positionUpdate', function(data){ player.mouseMovement = data.state; player.updatePosition(data.x, data.y); }); }); setInterval(function(){ var pack = []; for(var i in PLAYER_LIST){ var player = PLAYER_LIST[i]; player.updatePosition(); pack.push({ x:player.x, y:player.y, number:player.number }); } for(var i in SOCKET_LIST){ var socket = SOCKET_LIST[i]; socket.emit('newPositions', pack); } }, 1000/30); Explaination: The following code sends the target position to the server: document.onmousedown = function(event) { socket.emit('positionUpdate', {x: event.pageX - ctx.canvas.offsetLeft, y: event.pageY -ctx.canvas.offsetTop, state: true}); } Then the following code will be triggered: socket.on('positionUpdate', function(data){ player.mouseMovement = data.state; player.updatePosition(data.x, data.y); }); Which will set the player.mouseMovement to true and delivers the targeted x and y cordinates to the player.updatePosition function: self.updatePosition = function(x, y) { if(self.mouseMovement){ // Problem movement var targetX = x; var targetY = y; var tx = targetX - self.x; var ty = targetY - self.y; var dist = Math.sqrt(tx * tx + ty * ty); var velX = (tx / dist) * self.maxSpd; var velY = (ty / dist) * self.maxSpd; if (dist > self.radius / 2) { self.x += velX; self.y += velY; } // Problem movement end } } I would appreciate any kind of help or suggestions.
  6. Hey , i'm very new to Phaser, and i'm trying to create a game that display road and two bicycle race each other... Can any one tell me how to start please?
  7. Hi, You want to learn basics game development with a simple game. Go to Developper jeux video Please tell me what you think about that. You can contact me, i answer any questions in english or french. It's in french language but some posts are in english. Thanks in advance.
  8. This is more of a generic JavaScript question than a Phaser question, still I ask here because Phaser users must have best practices for this situation, probably better than generic JavaScript programmers would tell. To my dismay, I found out that my LD38 game doesn't work with Internet Explorer (gosh, I hate that browser, I always have to make special adjustments for IE compatibility – even if my game works great with every other browsers in existence, it will surely break somehow with IE). So what apparently causes the problem for IE now is something as simple and straightforward like the following class declarations: class Entity extends Phaser.Sprite { constructor(x, y, sprite) { super(game, x, y, sprite); this.anchor.setTo(.5,.5); } enablePhysics() { game.physics.arcade.enable(this); this.body.bounce.y = 0.2; this.body.bounce.x = 0.2; this.body.collideWorldBounds = true; } } class Player extends Entity { constructor(x, y, sprite) { super(x, y, sprite); this.lastmovetime = 0; } } class Gem extends Entity { constructor(x, y) { super(x, y, 'gem'); this.lastInteraction = 0; this.isActivated = false; } enablePhysics() { super.enablePhysics(); this.body.bounce.y = 0.75; this.body.bounce.x = 0.75; } activate() { this.isActivated = true; this.loadTexture('gem_active'); } deactivate() { this.isActivated = false; this.loadTexture('gem'); } } Google tells me that IE doesn't support this kind of class declaration, as it somehow needs to find a way to deviate from common sense. But then how am I supposed to declare classes? Is there a neat way that works with IE and other browsers as well? (Or maybe I should just show a warning that IE is not supported?) Any help or suggestion is appreciated.
  9. Hi All, I have 5 Html5 games developed using Phaser. kindly Suggest me some of the methods to make money using it, can i publish in webs or package it for IOS and Android. kindly help me
  10. Hi All, I'm a JavaScript developer with goods hands on experience on game development. I need artists to develop games for IOS ,Android and web. if any one intrested do Pm me.
  11. This is my first html5 game made with javascript. Usually I make games in flash, but lack of flash support across browsers forced to me learn new language. The hardest part was dealing with the fact that canvas turns everything into one big picture making object tracking that much more difficult. Needless to say I am extremely proud of the game even though it's short and simple, especially compared to some great stuff posted here. I made two games using the same code but just inserting different pictures into it. The game is size responsive and available on mobile as well since it's just javascript. It's not supported however by old browser versions such ie8 for example. Feedback will be greatly appreciated. First game - Messy House Second game - Office Chaos
  12. Hello! I am new in Webgl programming, and I am having trubel with moving the camera. I try to create a maze game, and I use three.js and box2D.js. The problem is that the camera is looking from above into the mazze, while I am trying to make it part of the maze (I mean looking like you are trying to escape from the maze). Could anyone, please, help me? I haven't found any ideeas on the web....
  13. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); function preload() { game.load.image('fon1', 'images/fon1.png', ); game.load.spritesheet('friends', 'images/friends.png', 153,82); game.load.spritesheet('public', 'images/public.png', 153,82); game.load.spritesheet('osebe', 'images/o sebe.png', 153,82); } function create() { //фон game.add.sprite(0,0,'fon1'); //кнопки buttonfriends = game.add.button(20,55,'friends',actionOnClickfriends,this,0,0,0); buttonpublic = game.add.button(340,55,'public',actionOnClickpublic,this,0,0,0); buttonosebe = game.add.button(560,55,'osebe',actionOnClickOsebe,this,0,0,0); } function actionOnClickfriends(){ } function actionOnClickpublic(){ } function actionOnClickOsebe(){ //here the code } function render(){ }
  14. We would love to hear from any interested Game Developers to join our young studio. We are creating exciting games and offer huge opportunities for driven, experienced developers who want to work in an autonomous, creative, collaborative environment. Our culture is very unique - check out our careers page to get a feel for who we are : Or check out our "Javascript Developer with a passion for Games" vacancy to see if you might have the skills for this particular role: We can consider remote workers as well, or candidates outside the EU who wish to relocate to Malta or Barcelona. Feel free to drop me an email for more information: High Five from the Unicorn Center!
  15. Hey everyone, Sorry for that rookie question. I'm trying to develop this 1vs1 RPG multiplayer game and have a hard time implementing player matchmaking mechanism. For testing purposes, I'm creating a player when the client connects to the server. // Client side: const socket = io(); socket.on('connect', () => { socket.emit('create player', data => console.log(data)) }) // Server side: let players = []; const playerFactory = () => { return { state: 'idle', // idle, searching, fightInProgress lvl: getRandomArbitrary(1, 10), // Get random number from 1 - 10 winRatio: getRandomArbitrary(0, 100) } }; io.on('connection', socket => { socket.on('create player', fn => { console.log('Player created'); const player = playerFactory(name); =; players.push(player); //returning acknowledgement to client fn(player); }) }) Assuming there is a 'Find opponent' button. How do I watch and match players with 'searching' statuses and appropriate levels? Also, how would I match players by their win/loss ratio? Any information or code examples, libraries or frameworks would help a lot. Thank you in advance!
  16. EDIT: somebody has been hired, sorry for not updating this!!! I need someone to convert an existing dress up game made in Animate CC, into javascript/html5 keeping it WITHIN the .fla file. If you email me with an intro and some examples of having converted or coded something similar, I'll send you the .swf to give you an idea of the complexity, and hopefully we can work out a price? This one was made with html5 in mind, so it's graphically simple. I have some older games too that are a nightmare, but if someone's down for a challenge, there's that too.... ~OLa
  17. Hi everyone, I just finished this little project that I call Room Walkers. You can play it here: In the top-left corner enter a name and click "Play!". Then a character will appear which you can control with arrow keys. When other players join you can see them and they can see you as well. There is no attacking or messaging in this game, just walking around. I used basic JavaScript Phaser with NodeJS "ws" library on the backend. Let me know what you guys think. woot.
  18. Hi all, first post, and a Pixi.js noob trying to learn the ropes - so please be gentle! First off, I'm a designer by trade ( - shameless plug) but I have dabbled in coding over the years mainly on a UI Development basis (AS3 Scaleform, Flash, C# Unity). A lot of my work at the moment is casino games, and we've been looking for a modern alternative for putting these together. Previously games would be made strictly in canvas using sprite sheets and keyframed animations for the most part. I've started using Spine for animations, which in turn has led us to Pixi.js as front runner for a renderer (with most mobiles now supporting webgl). Phaser looked attractive, but not sure it would offer the low level access the developers would need to hook into the backend. My role really is to get a prototype together in some form to showcase animations, get the frontend together and roll that onto future games as we learn the possibilities. Previously tried Animate CC but webgl offerings are seriously limited I think there atm, so thought it was time to get my hands dirty! Javascript is also pretty new to me to be honest, so trying to get my head around it at the moment. I've got a very basic game prototype together, using GSAP for transitions (which I'm already accustomed to), but still struggling on how best to split a game down into classes if this is possible? All the script is in one js file currently, and was wondering if it would be possible to take a more OOP approach? (Can tell I'm used to working in editors and attaching scripts to components etc). So for instance, I have a spin button in the game that has 4-5 functions for the state of the button. Would it be possible to split this down into a separate class just for this button, and have them communicate with the main game file? Similar scenario with a few functions I have for preloading webfonts (based on Just trying to lay things out the best I can before I end up with a mammoth js file! Know this maybe pretty basic javascript coding to some, but if there are any pointers, or tutorials out there that cover this side of things, it would be very greatly appreciated! Thanks in advance!
  19. I keep getting this Error: 'Phaser was used before it was defined' from running this Code: Please see attached all code and errors
  20. I create a group of objects and load a layer from Tiled. this.saws =; this.saws.enableBody = true;'saws', 4, 'saw', 0, true, false, this.saws); In update function, I set the rotation angle and I want the saw to rotate around its axis. this.saws.angle += 1; But a group of objects starts positioning relative to the origin and the saw starts to spin around (0, 0) and around its axis. How to make it stay in its original place? I just wanted to draw a level in Tiled, and assign certain behaviors to individual groups of objects: the saws rotate, the platforms move, etc. Demo
  21. Hello everyone! Just a quick question for you all. Sprites in my game are moving flawlessly when the game is played inside a browser window. However, once I switch to mobile webview, all the movements / animations become choppy. I have already set the following inside my game: game.forceSingleUpdate = true but nothing has changed. Is there any way I an optimize my game, or add something to make make my sprite move without lags? Thank you in advance!
  22. Hi, it's been a while since I've been in web development world, including HTML5 for games. I'm just wondering if I can finally use EcmaScript 6 features by default (class, let, const, extends, etc.)? How about you? If not, what are the transpilers that you can recommend me? Thanks
  23. Introduction: Hello, my name is Jack. I represent SymmetryGames as the lead 3D Artist, founder, and co-director of our current and very first game being developed as a studio. Currently, our studio is looking for a senior Javascript programmer. The following will describe more details about our studio, the game and the position we are hoping to fill. Game Info: Title: Z-Warz Genre: Zombie Survival Play Style: Top-Down Shooter Platform: Web-based browser MMO Graphics Style: 3D, Semi-realistic/cartoonish blend Game Engine: PlayCanvas, 3D Javascript Game Engine. (experience with this engine is not required) Server: Will be hosted on AWS Game Basic Description: A 3D IO game redesigned for zombie survival. Players get spawned in at random locations and must shoot zombies and build bases to survive. In this game, players will want to work together to survive rather than kill each other like most IO games, giving a fresh new look to standard IO games. With different classes, weapons, and buildable items, this creates a diverse game system with a lot of variation. Players will want to form teams, people of different classes and roles will work together, players will build bases and protect each other from hordes of different types of zombies. There are three Game Modes: Independent, Team, and Survival. Game Development Schedule: Currently, our studio is developing the prototype for Z-Warz. After we complete our prototype of the game, we will work for 1-4 weeks on our Kickstarter video and other Kickstarter related topics. After that is complete, we will launch our Kickstarter Campaign for $38,000 U.S. Dollars, however, some calculations are still being made so that number may fluctuate. After our Kickstarter campaign has finished, we will begin the first week of development by establishing payment systems for employees, purchasing the needed software, and preparing other important assets. After the first week, we will have 12 weeks exactly to develop the full Z-Warz game. An additional 1-2 months after development will be used for beta testing/corrections and marketing. After our games initial release, all employees will receive 2-3% of the game's ad based revenue for the first initial 2-3 months. About the job: Currently, we are looking specifically for a Javascript Programmer. If you happen to have experience with the PlayCanvas Engine, that will be noted. We are looking for someone who specifically finds an interest in developing games similar to ours. The programmer should have a strong understanding of the Javascript fundamentals. Alongside our other developer, you would work to develop player movement, character AI, combat systems, a building system, a player class system, and more. The PlayCanvas game engine handles most of the rendering systems. The Javascript programmer will be expected to work roughly 15-20 hours per week during the 12 weeks of development. Aside from royalties, this job pays an hourly wage of 20 USD. Please understand that as an Indie Startup studio, we are unable to pay large amounts per person. If you choose to help work with us on our prototype before the Kickstarter/official development phase, please note we will not be able to pay at that time, however, higher amounts royalties will be offered to those interested. Application: To apply for the position as Senior Javascript Programmer, please email me directly here: Please provide some basic information about yourself, as well as any work you have done in Javascript that you feel expresses your talent as a programmer. This job posting has been made short and to the point. If we missed any big questions, please feel free to ask anything in your application for this job, or below in the comments. Thank you for your time, - Jack (SymmetryGames Founder and Lead 3D Artist)
  24. Hey there, So I've snagged onto a little problem while developing my game. I'm using Phaser with it's inbuilt support of gamepad. The axis of the controller input works in a way such that it returns 1 when held to the right and -1 when held to the left. Here's a picture to make things easier to understand. How would I map the values to degrees? Here's a visual representation of what I'd like to get. What's a formula that would allow me to do this?
  25. Hello everybody! I hope you are having a fantastic day! Our team wants to start making simple HTML5 games for our Android / IOS apps. Games are supposed to be ran inside the WebView. We are looking for a very lightweight engine, because there is already ads placed at the bottom of the screen in our apps. Our first attempt was Phaser.js, but the performance wasn't the greatest inside the WebView. Choppy sprite movements, common fps drops and so on. If you guys know an engine that could help us achieve the goal, please let me know! Thank you in advance!