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Found 14 results

  1. angood


    I got a game I coded for webpages but I am the only one that plays it http://www.firstgrafix.com/multicode_tournament.php
  2. Hi everyone, Looking for some advice on the approach to coding multiple powerups/upgrades. I have googled how to do this but most answers are in c#/java or based on unity so I have trouble understanding what there doing. I am making a geometry wars/asteroids clone and I am giving the player upgrades when they defeat a boss or reach certain multipliers/kills. The problem is that I am having to change lots of code and using lots of if statements to see if a powerup has been activated then changing the bullet effect and then having to change the collision function for the bullets hitting t
  3. Hi, Phaser devs! I'm developing a game using Phaser with TypeScript and what I'm trying to achieve is this: var component:AwesomeComponent = actor.getComponent<AwesomeComponent>(); I know there's a workaround by constructing objects of type T. But I don't like it because I'd probably need to define tons of different constructors to represent all differents kinds of components. What I'm doing so far is passing a string with the type (of course a number would be better, but I'm still prototyping): getComponent<T>(componentType:string): T { for (let i = 0; i &l
  4. Hey Guys, I am working on a project which is a 2D side scrolling game with a point and click and dialogue system. There is no fancy physics - only spritesheet based animations. There are also a couple of mini-games that are accessible from this main game world. I am relatively new to Javascript (coming from an Actionscript background). Had a few questions: Would like to know what and how I should go about managing the code and planning the architecture for my project? Any areas of implementation that I should watch out for? Any learnings or resources that I can re
  5. Is there a recommended way to architect / structure code in BabylonJS? I went through code demos, but they all demonstrate very specific capabilities in a very short code that doesn't require any real structuring. How should a code of a big project look like? (Ideally separated into different files that contain different classes or grouped logic) Do you extend classes? prototypes? Am I simply supposed to use whatever techniques and structures I use when writing native javascript or are there structures unique to BabylonJS?
  6. Hi! I'm new to JS gamedev, but I had a good experience in Flash/AS3. So, I'm starting a board game, and I need to roll a dice/roulette every turn. A kind of window will appear over the board and the player will be prompted to click the roulette. It will return a value between 1~9. What I have until now is ths: https://jsfiddle.net/snake/m317ona9/ As you can see in my code, I'm using create() and update() methods just to create this example. In real game it wouldn't be handled like that, but in middle of game. I have not so much ideas on how I can make a nice architecture in my code.
  7. Hi all, I have been working as a Java Developer for over 7 years and while studying AngularJS I decided to create a browser strategy game for fun, like Travian/TribalWars/Ikariam etc... Right now I am thinking about how the server architecture should be. I tried to find some examples on how this kind of games distributed their servers but I couldn't find any useful resource, so I came with my own. My sketch and authentication flow (follow the numbers from 1 to 9): In a general way, is that a suitable one? From my personal developer experience I decided it was a
  8. I am writing a 2D, top-down persistent game with land and multi-character ships, using Phaser. Players will be able to modify the game world. It looks to me like using Phaser TileMaps is probably the most sensible way to display the ships and the land - composing each out of tiles as opposed to groups of sprites. However, in any case, I must be able to persist/save tilemap information to a store/database (currently using MongoDB). How would you, the reader, solve this? The Phaser TileMap data could be exported to a format it natively imports, but that requires looping over every til
  9. Hey people! I wanna implement this shader (https://www.shadertoy.com/view/MslGWN#) in phaser state. So i transformed the shader to WebGL style, and added patch to phaser to update iChannel uniforms on update. Phaser.Filter.prototype.update = function (pointer, uniforms) { if (typeof pointer !== 'undefined') { var x = pointer.x / this.game.width; var y = 1 - pointer.y / this.game.height; if (x !== this.prevPoint.x || y !== this.prevPoint.y) { this.uniforms.mouse.value.x = x.toFixed(2); this.uniforms.mouse.value.y = y.toFixed(2);
  10. Hello everyone, I will develop a new game with phaser, and I ask myself questions about how organize my code. I would like to use the ECS architecture but how implement it with Phaser? how you decouple the differents actors (player, enemies, objects,etc...) in your game? How you implement the differents interactions between the player and the environment (a door for instance)? Thanks!
  11. Hi everyone, I would like to create a game with several levels. I am a newbie with phaser, I only create games with one level. So what are the best practices to make a multilevel game ? There is a neat architecture for that ?
  12. Hi ! I'm trying to test thing we can do with phaser. My purpose was to found a way to have "Models" which contains all a component logic (player, button, ...). I've succeed doing like this: //Create function of my MenuState object (just creating a button here) create: function () { this.buttonsMenu = this.add.group(); var button = new ButtonMenu(this, this.make.button()); this.buttonsMenu.add(button); },//My basic button menu object allowing me to keep method and attributes here and not in my state object var ButtonMenu = function (game, button) {
  13. I am new to Phaser and really excited about the posibilities it opens to game developers. There is one issue I like to talk about - modularity. Phaser is 45,000 lines of JS. the code seems to be well written and domuented but it's still a lot of code to reason with and to maintain. I am coming from a Node.js mindset and in the Node world everything is modular. The idea is to constract your app using small NPM modules. This modular approach is one of the reason for the popularity of the Node echosystem. Node itself has small core and the community adds more functionality by publishing their li
  14. My question:Do you use a plain (but heavily branched) game loop or do you split your game by a principal like MVC or MVP ? Yes I know, I know.. this classical question is related to programming, not to gaming itself. I think I established a really nice and well working architecture in my flash/flex projects. Those projects were something between an App and and a Game as I'm cerating a lot of short termed, microsite like apps und pages (10 to 30 working days) for advertising agencies and there customers. I still create flash projects. But in the past year I've seen myself doing more and more Ja
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