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  1. Hello Phaser community. I have set up a simple example http://www.oddskill.net/coding/fullscreentest/ that shall go in NO_SCALE fullscreen mode when clicking the start button . That only works in chrome. In firefox 31.0 and ie 11.0.11, tested on Win 7 and Win 8.1. the game fills the entire screen when pressing the start button, and sprite is not clickable anymore. Same issue occurs when using SHOW_ALL as scale mode, regardless of the screens aspect ratio. Can anybody confirm that behaviour, is it a Phaser bug, or do i do something wrong in my code? I s there a way to scale the game "area" in fullscreen mode by hand using something like. ******************************************* this.scale.minWidth = 320;this.scale.minHeight = 480;this.scale.maxWidth = 640;this.scale.maxHeight = 960;this.scale.setScreenSize(true);******************************************which at first glance seems to work in NOT fullscreen mode ? Any help would really be appreciated as by now i really spend to much time playing around with that fullscreen issue. best regards Chris PS: sourcecode below var game = new Phaser.Game(640, 480, Phaser.CANVAS, 'container', { preload: preload, create: create, update: update });var img;var spriteexplosion;var sound;var startbutton;function preload() { game.load.image('cow', './assets/cow.png'); game.load.audio('explosionsfx', 'assets/explosion.wav'); game.load.spritesheet('explosiongfx', 'assets/explosion.png', 128, 128, 16); game.load.spritesheet('control_startbtn', 'assets/control_startbutton.png', 107, 41, 1);}function create() { game.scale.fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE; game.stage.backgroundColor = '#00ff00'; game.physics.startSystem(Phaser.Physics.ARCADE); img = game.add.sprite(20, 20, 'cow'); game.physics.enable(img, Phaser.Physics.ARCADE); img.body.velocity.x=100; img.body.velocity.y=100; img.body.collideWorldBounds = true; img.body.bounce.set(1); img.anchor.setTo(0.5, 0.5); img.inputEnabled = true; img.input.start(0, true); img.events.onInputDown.add(select); sound = game.add.audio('explosionsfx',1,true); startbutton = game.add.button(game.world.centerX, 100, 'control_startbtn', goFull, this, 0, 0, 0); startbutton.name = 'btn_startbtn'; startbutton.anchor.setTo(0.5, 0.5); }function update() { }function goFull(){ game.scale.startFullScreen();}function select(img, pointer) { img.destroy(); sound.play('',0,1,false); spriteexplosion = game.add.sprite(img.x, img.y, 'explosiongfx'); spriteexplosion.anchor.setTo(0.5, 0.5); spriteexplosion.animations.add('explosiongfx_anim'); spriteexplosion.animations.play('explosiongfx_anim', 20, false);}
  2. Hi, When I using the Group.removeBetween(startIndex) to remove children from startIndex to the end of the Group, it always throws Uncaught TypeError: Cannot read property 'events' of undefined.It seems that the implemention of default endIndex is bugged? : Group.js#line-1580 if (typeof endIndex === 'undefined') { endIndex = this.children.length; } Group.js#line-1594 var i = endIndex;while (i >= startIndex){ //The first children[i] is out of bounds? if (!silent && this.children[i].events) { this.children[i].events.onRemovedFromGroup.dispatch(this.children[i], this); } var removed = this.removeChild(this.children[i]);
  3. Hi! I upgraded from version 2.0.5 phaser to 2.0.7. I have created some controls that do something when they are pressed. In version 2.0.5 I used IsDown but now I have an error that is undefined ... Has been removed IsDown? This is some of my code: theGame.cursors = { 'left': theGame.game.input.keyboard.addKey(65), //a 'right': theGame.game.input.keyboard.addKey(68), //d 'down': theGame.game.input.keyboard.addKey(83), //s 'up': theGame.game.input.keyboard.addKey(87), //w }; if (theGame.cursors.left.isDown) { ... } A greeting.
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