Search the Community
Showing results for tags 'auto'.
-
Hi there everyone, As someone asked on the phaser slack, here's a guide to get auto completion for Phaser in Atom on Windows. It is powered by Angelo's tern-phaser plugin. Installing tern This first part explains how to get npm, install tern and the tern-phaser plugin. The first thing that you need to ensure is that you have Node.js installed on your computer. You can download it on https://nodejs.org/en/. This will give you access to npm as well, a handy package manager for js libraries and plugins. It allows you to download install all sorts of packages from the command prompt. Once No
- 17 replies
-
@Temechon Is there a way (or can we adda way) to show the new Debug Layer in an external window from the debugLayer.show command (and NOT have it first displayed on the side and have to hit the 'external window' button). I would to initially show the debug layer in an external window using some kind of option switch of course What do you all think about that one
- 10 replies
-
- external window
- auto
-
(and 1 more)
Tagged with:
-
var player; var keys; var shootButton; var bullet; function create() { //game.add.sprite(0,0, 'background'); game.physics.startSystem(Phaser.Physics.ARCADE); //creates player player = game.add.sprite(0.45*600,600-50,'galaga'); game.physics.arcade.enable(player); // allows player to fire 2 bullets bullet = game.add.weapon(2,'bullet'); // when bullet leaves the screen, it will be destroyed bullet.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; // offset rotation bullet.bulletAngleOffset = 90; // prevents ship from auto firing bullet.autofire = false; // The spee
-
How can i do the babylon libary autocompletion for sublime text? ive looked eveywhere on forums but i cant find it. it will really help me when im programming. if not sublime text how can i do it for any text editor? is there is step by step guide? please help
-
I'm making a game that need to run on web desktop and mobile devices. At first we were using rendering Auto but we noticed that it was slow on ios. It reached 30fps top on iphone 5. We noticed that auto seem to always choose webgl on ios. On android and desktop it worked perfect. Now we switched to rendering canvas and it works at 60fps on the iphone 5 but we noticed some big, sporadic, slowdowns on Android and desktop. What is the best approach for multiplatform games? Do I need to detect the os of the device? How is this done?