Jump to content

Search the Community

Showing results for tags 'cloud9'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 8 results

  1. I have simple game that I had working fine on localhost from Visual Code. Decided to try it out on Cloud9. Configured Cloud9 user and permissions (separate from Admin group) I downloaded the phaser-master from github. The file contains hidden .github folder and .gitignore file. Then there are v2, v2-community, and v3 folders. To use Phaser in cloud9 I'm asuming I have to upload the files in the v2 folder. I did that into the cloud9 root. The html file is: <html> <head> <meta charset="UTF-8" /> <title>Coin Game!</title> <style> html { background: black; } canvas { margin:auto; } </style> </head> <body> <script src="phaser.js"></script> <script src="game.js"></script> </body> </html It is located in the cloud9 root folder. I rand npm install experss from the terminal in the cloud9 instance root. Then I ran npm init --save. I'm not sure if I have to do this, but I ran a simple install of node.js server from a terminal window in the cloud9 root. The command I used was: npm install node server When I try to run my game.js file from cloud9 editor window, it errors at this line: // setup game when the web page loads window.onload = function () { game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render }); What is says is "window is not defined" It ran so easily on my local node server. I did all the local work from Visual Code. It set up and ran the server. It was using an extension called live server. I'm not sure exactly what it does; but if I just open up the local files directory, check node, then run node game.js, I get the same error of window not defined. I'd like to get this to work on cloud9 for learning purposes. I'd appreciate any help, please.
  2. Hi, I've just started playing with Phaser, and on the recommendation of the Getting Started Guide decided to use Cloud9 to develop. Mostly this has gone fine, but now I've started creating my own app I need to debug it and I can't find how to do this. I can set breakpoints but none of them ever get hit. Additionally I'm not actually sure what to run when I've added the breakpoints - I presume it's the index.html, but I've also tried running individual JavaScript files, but all to no avail. Could anyone tell me how to debug? Thanks.
  3. I've been trying to use phaser, and Cloud9 as a substitute for the localhost thing, but I have no idea how to do that! I'm new to this programming stuff, so if you can explain with details and in a way I can understand, thank you!
  4. I'm a newbie with my new Cloud9 account who created a new workspace and imported the current build of Phaser from Github. I then wrote a simple HTML file in the same workspace and copied the asteroids-movement JS into it, but this JS code isn't finding the Phaser JS code? (I'm getting a "'Phaser' is not defined" error). Below is the beginning of the HTML where I'm trying to reference the Phaser code. The "build" folder is at the same level as the HTML file. <!doctype html> <html lang="en"> <head> <title>First Game</title> <!-- attempt to link to phaser --> <script type="text/javascript" src="build/phaser.js"></script> <script type="text/javascript" src="build/custom/phaser-arcade-physics.js"></script> </head> <body> <div> <script> // Below gets "'Phaser' is not defined" error var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { . . .
  5. I'm new to Phaser and JS and looking at online IDEs for my Chromebook. Codenvy looks like a good option for me, in part because I'd also need to get up to speed on Eclipse (which Codenvy is based on). However, it looks like Cloud9 is more popular among Phaser developers, I'm guessing because it has better JS support? E.g., at first glance, it looks like Codenvy doesn't have code completion or breakpoints. Is anyone here developing in Codenvy? I'm curious to hear whether Codenvy is a viable development environment for JS and Phaser and, if so, what steps I should take to optimize development with it.
  6. Just joined Cloud9 and would like to use the Phaser Asteroids example as a template for my first game. C9's wizard gives the option to "Clone from Git or Mercurial URL". The page at github is https://github.com/photonstorm/phaser-examples/blob/master/examples/arcade%20physics/asteroids%20movement.js. What I should be entering into the wizard's field? The wizard gives the examples of "ajaxorg/ace or [email protected]:ajaxorg/ace.git" but I don't see anything on the Asteroids page that matches this format.
  7. Can someone please explain to me like I'm 5 years old how to make phaser.io run with cloud9? I've already cloned the github repos. into cloud9, but I'm not sure how I can host a server through that? I'm a google chrombook so I'm not able to download any type of .exe that would allow me to locally host a server.
  8. Is a local web server like cloud9 necessary to code in phaser? I heard about it recently but up until now i have simply been opening the canvas on my web browser and everything has been working fine. I dont use anything like cloud9 to run my code and havent had any problems. But even the phaser setup talks about downloading a local web server. So ultimately im confused, do we really need one, and if so why. I dont seem to have any problems just coding and opening it in my browser.
  • Create New...