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Found 7 results

  1. Hello, I'm trying to make a mobile version of a game. The game has lots of code and javascript files that I preload (I have a bootstrap file, that load the splash screen and preloader). I load the scripts like this: game.load.script('preload', 'Preload.js'); It works perfectly on the browser and with the Webview mode in Cocoon, but when I try to use Canvas+, I get an error when I try using the contents of "Preload.js". Not even a problem when trying to load it, so I don't even know why it's happening. Does anyone know what it could be? I would like to use Canvas+, since the web
  2. I do have a game project made in PIXIJS HTML5. Currently I'm using Cocoon.io Canvas+ View for rendering. However It does have some bugs in old devices using PIXI 4.3 WebGL with Cocoon.io Canvas+. Is there another HTML5 accelerated Canvas good for games like Cocoon.io one? Thanks
  3. I'm trying to build a native app with cocoon and canvas+ and have some trouble with the fonts. Everything works fine when running the game in a normal browser or in cocoon webview+. But in canvas+ mode, all text renders really small and pixelated. The code for the text: this.scoreText = this.game.add.text(pos.x, pos.y, "0", { font: "18px Arial", fontWeight: 'bold', fill: "#FFFFFF" }); this.scoreText.anchor.setTo(0.5, 0); I don't reference a .ttf or anything. Do I explicitly need to include an Arial font for it to work in canvas+ mode?
  4. Hi there, I made my game and even my leadersboard system and everything works fine, I´m having a beautiful 60fps in my game and I get/save scores perfectly, on desktop and cocoon´s Webview+ The problem is that I tried my game in an old smartphone and it´s running a little bit slower, so I changed to Canvas+ and now I´m getting those 60fps even in old smartphones. The problem is that I´m not being able to save the scores if I use Canvas+. At the beginning I was using jQuery (just for that... I know...) this way: $.getJSON( path+"getScores.php", { game: "1", order: "ASC" }).done(function(dat
  5. I am having issues getting the click events to fire for a basic Phaser.Button when running in canvas+ with cocoonJS. I am testing the app (using phaser v2.2.2) with the cocoonJS launcher (using cocoonJS v2.1.1.1) on iOS 8.1.2 on an iPhone 6. Here is what I have on a basic menu game state: var button = this.game.add.button(this.game.world.centerX - 100, 215, 'assets', null, this, 'button_play_02.png', 'button_play_01.png', 'button_play_02.png', 'button_play_01.png');button.inputEnabled = true;button.fixedToCamera = true;button.smoothed = false;button.events.onInputOut.add(function() { conso
  6. The new Cocoon beta - now open! During the last months we have been working on building the greatest possible cloud service for HTML5 developers. We have been HTML5 pioneers with our previous CocoonJS Cloud providing the fastest canvas renderer with Canvas+ and offering services integration. It has been a great experience but we felt that some things could be improved and so we did. Now you ask for an invitation to start using it here. Today we just launched the new Cocoon Beta. We will start sending invitations progressively during the Beta period so if you request an invitation today you
  7. Hi Guys, I am very much new to Phaser, CocoonJS and this forum. I am trying to render my sample app to CocoonJS launcher using canvas+. I am using Phaser v2.0.5 and latest CocoonJS Launcher v2+. What I want to do is to center an image (1024 x 768) on a Nexus 7 tablet. As this is a requirement on a project I am working with. Using webview+ and webview, the image is rendered perfectly fine. But having problems with canvas+. I did try to research on this forum but I can not find the answer. Below is my code. <!doctype html><html lang="en"><head> <title>Center Ima
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