Jump to content

Search the Community

Showing results for tags 'State'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

  1. Hi All, I am new to phaser and going through it and i came across state in phaser. I need to know if i can maintain my pervious state active in the background so that i can be able to handle assets loading in the active without getting caught in the Phaser.cache.getImage error. Thanks in advance,
  2. Hi, I've encountered a strage problem while building a little, mostly static mobile game using Intels XDK, Cordova and Phaser (2.4.6). It's targeted at Android and uses the Crosswalk web runtime. I basically followed Matt McFarlands menu tutorial, and created States to do stuff like booting up, loading all assets, showing a splash screen, showing a menu, the levels etc. I'm using one Phaser.Graphics object per State to draw on (my game only needs a few geometric items). Additionaly I'm using the SaveCPU plugin to avoid unnecessary render cycles. Unfortunately removing it doesn't seem
  3. How to pass the cursor object to a method that belongs to a class that inherits the Phaser.Sprite class? I have a class that inherits from Phaser.State in which I create a cursor object and pass it to the update method from another class. class Play extends Phaser.State { create() { this.physics.startSystem(Phaser.Physics.ARCADE) ... this.player = new Player({ game: this.game, x: 32, y: this.world.height - 150, asset: 'dude' }) this.game.add.existing(this.player) } update() { const cursors = this.input.keyboard.createCursorKeys(
  4. Thanks for you help. I am just a new learner of Phaser. and I use phaser-ce in my project. I add a sprite to a state, and I want to console something after the sprite is clicked down. what I use is "sprite.events.onInputDown.add(function(){console.log('something')},this)", but onInputDown seems to be no work. here is my code: import Phaser from 'phaser' export default class extends Phaser.State { constructor () { super() this.score = 0 this.highestScore = 0 } init () { } preload () { } create () { this.graphic = new Phaser.Graphics(this.game, 0,
  5. Hello, how can i start multiple states at the same time together? I want to use something like that _.each(components, (component, index) => { this.promises.push(new Promise((resolve) => { // in component class, i add some state new COMPONENTS[component.name](this.game, resolve, component.props); })); }); Promise.all(this.promises).then((results) => { console.log('Components ' + _.size(results) + ' has been loaded'); _.each(results, (componentName, index) => { this.game.state.start(componentName); }); this.destroy();
  6. Hello, I'm trying to make a game with different states : The first one is the main state (Play.js) where the game is running and I have a second state (Skills.js) to create a Skills Tree. To keep track of my variables I store the data into two JSON file and I pass them when I'm changing state like that : Play => Skills this.game.state.start('Skills', true, false, JSON.stringify(this.gameObject), JSON.stringify(this.skillsObject)); Skills => Play this.game.state.start('Play', true, false, JSON.stringify(this.gameObject), JSON.stringify(this.skillsObject));
  7. Does anyone know how to unload and destroy audio files appropriately? I have about 12 MB of audio in my game, or about 15 minutes. I do not load all of them at one time, since this will break any mobile browser. So I load them in the states they are needed. About 4 MB is loaded at the same time. According to the Task Manager in chrome, the memory used by my game just keeps growing and growing, easily above 1000MB by changing states. (Browsers decode audio to lossless => memory use is high, regardless of file format and encoding.) In all states I have a shutdown function that destroys a
  8. Hi guys – just discovered Phaser yesterday. Just wondering if anyone has an example of a pause screen/state in a game created? Would be great to see some code. Had a look at the examples in the docs and couldn't see anything. Also, is the only way to pause/resume a game to individually pause and then resume all the moving / relevant elements, or am I missing some amazing game.pause() function? I pretty familiar with JS, but am pretty much a noob at creating games with frameworks. Many thanks, Shaun
  9. I have a global object called "params" that stores a lot of important parameters for my game. I define params in a "main.js" file that initializes the game, defines my states and parameters, and then calls my "bootState". For some reason, when I restart my "gameState" (another state, defined in "gameState.js") it resets my "params" object to the values it was initialized with in "main.js". My goal is to change some parameters via "params" in the console, then restart "gameState" and have it reflect those changed parameters. If needed I can provide some example code.
  10. I had a state serving as a level in my game. In the middle of one of the functions, it would check in an if statement to see if the criterion for beating the stage had been met and would call a function to change state back to main menu. If I then went from the main menu back to the stage after doing that state change, it'd be a buggy mess. I noticed that the "Quit" button that called a barebones function returning to the main menu didn't give me the same problem. What I tried is that after I did the "win" conditional check, I put the rest of the function in an else statement. And it worked! B
  11. hi, I've been using phaser for some time now but am having some issue with my game when I press the restart button. My game goes into an infinite loop and my player can't jump as high as he used to before. Its like as if gravity increased on the stage. and other objects disappear too like they go all the way down to the screen Can somebody tell me whats wrong here retry: function () { //this.clearCurrentState() this.levelSong.pause() this.winSong.pause() this.gameOverSong.pause() this.shutdown() this.game.state.start('Level2')
  12. Hello, I'm new to the Phaser framework and I'm trying to have a single backgound and logo througout all the states in a phaser game. I add the background image in the very first state but when I start the next state using: this.game.state.start("State2"); the background image disappears. Do I have to load the background image in every state? Thanks
  13. Noob here, Having a hard time with making game states to work - I've been following tutorials and still no luck. I'm really looking for an overview of what I have so far on states, more so than an error fix (witch is loadState is not defined in index.html line 23) HTML: <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>game v1</title> <script src="phaser.js"></script> <script src="jquery-3.2.1.js"></script> <script src="loadState.js"></script> <script src="update.js
  14. Tufan

    About the stage

    I get this error when restarting Game state. This line causing the error: this.player.healthbar = new HealthBar(this, {x:this.player.x, y:this.player.y-25, height:5, width:50}); It's all fine if i call world.removeAll in the state.shutdown function. shutdown: function(){ this.world.removeAll(); } Why am i have to call world.removeAll after switching states? Shouldn't it clear the game world itself when game.state.start is called? Docs says "but not the Stage, so if you've added your own objects to the Stage they will need managing directly" Is healthbar added t
  15. Being rather new to Phaser I have run into a problem that have halted my progressed. The code in question is as following. //Gun this.weapon = game.add.weapon (20, 'missile'); this.weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; this.weapon.bulletAngleOffset = 0; this.weapon.fireAngle = 0; this.weapon.bulletSpeed = 400; this.weapon.fireRate = 100; this.weapon.track
  16. I'm doing a round based game. So after you've killed so many enemies it'll pop up, "Round 1", after some more, "Round 2" and so on. The amount of enemies doesn't change it's just the round that increases after you've killed say 20 enemies. I have a current variable at the top of my game.js file var currRound = 1; var EnemiesKilled = 0; Every time I kill an enemy I increment up the variable then in one of the collision handlers I do if EnemiesKilled == 20 then show some text newLevel.setText("Woo!! Round " + currRound + "!"); and restart the ro
  17. Hi all, currently I got problem that I have a websocket thread to communicate with the server. and the game object is also start in the process, the situation is like this. when I got the response: A from the server, I will change the game to a new state by game.state.start('NEW STATE'); and then I will get the response: B, C from server, then I need to run some functions defined in the new state, like this game.state.callbackContext.function_in_new_state(); but it is not working, then I loged the state game.state.current I found that the current state is s
  18. Hello :), i am facing an the following issue: How do i preserve my sprites, buttons etc. after switiching back from another state. Example: 1. First State: I have several sprites, which i drag an drop around, draw some lines etc. The moment i click on a certan button State 2 is loaded up Sso when i go back to State 1 from State 2,everything is resetted and my sprites are at the wrong place etc. Question: What can i do about it? greets and thanks
  19. Hi, I am new to game development and am trying to make a game where one stage has 6 characters and user can choose any number of characters from here and only those characters will be loaded in next stage. I am using different js files for each stage. Please help. Thanks in advance
  20. Hi there, Can anyone tell me what I'm doing wrong here? I just need an array of sprites with inputOver events. Right now it works on the first load of the menu and not thereafter. It needs to load 4 times in the game. Currently I'm doing this: var createPanels = function(){ // draw panels for (var i = 0; i < 4; i++) { lightPanels[i] = game.add.sprite(ProgressModel.gameRooms[i].x * game.width, ProgressModel.gameRooms[i].y * game.height, 'room-light-' + (i + 1)); lightPanels[i].name = i; lightPanels[i].inputEnabled = true; lig
  21. Hay guys, trying to learn states and i've run into a problem. I've got this function. And when it is called, i need it to create some text. States and breaking my phaser game into several files is a first for me and i cant for the life of me figure this out. I need to create some text from the animationPass function, but i get this error: Uncaught TypeError: Cannot read property 'text' of undefined -- of line 7, and thats where the create introText line is. in my intro.js i've got function animationPass() { introText = this.add.text(320, 240, 'Write some
  22. I would like to prevent players from switching to any game state by typing "game.state.start('name');" into the console. Has anyone found a way to prevent this from happening? Imagine you have a login-screen and any user can just type "game.state.start('play');" into the console and skip straight into the game. I have already tried using anonymous functions and closures but the problem is that the other states such as BootState, MenuState, GameState etc cannot access the game object created from new Phaser.game. I cannot be the only one who's worried that users can simply skip any game st
  23. when i switch from menu state to game state and return at menu, the animation of star field that i have created is stopped. i post my code here: create: function(){ //create a 100 stars in random position this.sprites = this.game.add.spriteBatch(); for (var i = 0; i < this.max; i++) { this.xx[i] = Math.floor(Math.random() * this.game.width); this.yy[i] = Math.floor(Math.random() * this.game.height); var star=this.game.make.sprite(this.xx[i], this.yy[i], 'star'); this.sprites.addChild(star); th
  24. Hello! I am making a waste sorting game and when the player loses all their lives, I wish to restart the game. I click the 'RETRY' text and the state reloads, but it seems that my life and garbage sprites never reload. I am wondering if it is because they are in an array (see this.garbage = []; and this.lifeSprites = [];). I have never used game.state.start to reload a state multiple times, I have only ever used it to call a state once. If I cannot get game.state.start to reload my game, I will create a restart() method with some re-positioning code and whatnot. BUT it would be way awesome
×
×
  • Create New...