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  1. This may turn out to be more of a CSS question than a Phaser question, but what is the magic formula for making the Phaser canvas exactly fill the browser viewport without any scrollbars? I have tried using window.innerWidth and window.innerHeight and that almost works, but the canvas seems to turn out a little too big and gives me a vertical scrollbar. Even with padding: 0 and margin: 0 on everything (html, body, div, canvas) I end up with a few pixels worth of scroll. The same thing seems to happen in both Firefox and Chrome. Any suggestions?
  2. Hi, I am trying to format a specific part of a Phaser.Text object as a superscript. I am using TypeScript in the project. For example: var question: Phaser.Text = this.add.text(0, 0, "3x2", { font: "24px Arial", fill: "#000", align: "center" });Looks like: 3x2 But I want it to look like: 3x2 Unfortunately String.prototype.sup() is depreciated. How would I get this result? I know I can use the <sup> tag, but am not sure how to use this in a Phaser.Text object. Thank you.
  3. Check here ! Well, not actually the first game, but first which I’m finally done and self-publish. The game is pretty simple: just repeat numeric sequence. That easy! Nothing should be difficult ))) It works on top of HTML5 technologies. Powered by preact and by pure css effects. The intend was to learn react hooks and dive deeply into css. After a while react was replaced by more lighter and faster - preact. As you can see, those are not quite usually used for game dev., but I was motivated So, please, give me your thoughts about this one.
  4. Hi, I'm tinkering with a strategy game concept and I thought I could try web-based technologies for faster prototyping. I'm more of a Java programmer, so I'm learning the ropes, but I think that a web game will be easier to iterate on with over people : no need to install anything, just go to the link! I saw there are multiple frameworks: pixi, phaser, melon, babylon, etc. All of these have some basic support for UI, but it looks to me it still is pretty poor compared to DOM/CSS native features, or you need a greater involvement in graphics wrt code. Following a few tutorials, I
  5. Hi guys, I made an open-source toolkit for developing with HTML, CSS, and JS that I would like to share with you. Components GitHub repository
  6. What I want to do is make it so if the player touches the enemy from the side then the player either loses a life and or it causes the game to be over. But if the player jumps on top of the enemy then it causes that enemy to disappear. If a the player touches an enemy then the player loses a life which is done by running this code... this.status = "lost"; this.finishDelay = 1; How ever if the player jumps on the enemy then the enemy dies which is done by running this code... this.actors = this.actors.filter(function(other) { r
  7. I tried to change image quality in image-rendering css, but whenever i change the value it seems always pixelated. Because my image is not pixel art, i want the value of image-rendering to optimizeQuality or auto. So can melonjs achieve that? here is my css : image-rendering: optimizeQuality; image-rendering: -moz-crisp-edges; image-rendering: -o-crisp-edges; image-rendering: -webkit-optimize-contrast; image-rendering: opti mize-contrast; -ms-interpolation-mode: bicubic;
  8. Hello, i have got a question. I am created a gui simple button and also i want to take the button properties from CSS file. I tried so many things, but i couldn't reach my aim. I need helps from masters.
  9. Well... I want to learn how to make games, for PC, browser or mobile. I started to learn logic then I passed to HTML and CSS, I learned the basics of those two then I started to see the basic of JS. I did a break for a few months to focus on school, but now I'll return my programming studies. And I heard that C# is the best choice for gamedev using the Unity Engine. So, I want to know what is the best choice, stay learning JS or start to learn C#?
  10. About MGN Studios: MGN Studios is the new game development division of Freedom! Family Limited. Our mission is to create great games and technologies that actively engage and involve the YouTube community of players, bloggers, reviewers and creators. We’re setting up shop right here in beautiful Vancouver! If you want to join a start-up where you get to work remotely and build something new, and be a part of an honest & transparent leadership team with a veteran Studio Head, then MGN Studios is for you! THE ROLE: Are you up for the challenge? We are currently seeking a
  11. Since Phaser is a web framework, we the developers, have a choice between drawing GUI (Menus, inventory screens, buttons etc) on the canvas or use built in browser elements with all the functionality and response and just connecting it to the game engine. What would you recommend? Drawing and handling clicks on canvas is a little harder, but if there are any sound benefits to that I would love to know. Thanks
  12. Hi all, I was trying to optimize our mobile experience, so instead of including a big background image in on of my texture sheets, I've made it into a simple .jpg image and set that as a CSS background with the following properties : body { margin: 0; padding: 0; background: url('assets/images/bg.jpg') no-repeat center center fixed; background-position: 50% 100%; -webkit-background-size: cover; -moz-background-size: cover; -o-background-size: cover; background-size: cover; height: 100%; overflow: hidden; } On iOS and desktop Chrome + Safari, the behaviour is as expec
  13. Hey everyone! I wanted to get a bit of help getting a function working whereby when I hover my mouse over character sprites it will show a there name and title just above the mouse position for each different sprite, I'm unsure if I need to look at going down the route of a mouse hover/mouse over function or i need to create an event listener. If anyone could make a demo that I could play with and learn from or something that would be perfect! Thanks guys! Mezz
  14. Hi All! Do you have experience in HTML Game Developement? And the following skill set? JavaScript, JQuery HTML/HTML5 CSS/CSS3 Pixi JS / Spine JS Google Closure Active knowledge of English Send me a PM if you would like to know more details about this. Relocation is required and VISA is supported. Please don't contact me if you are selling services from company's. Only looking for people who are willing to move to Prague and have a full time contract with us.
  15. Hey Guys! I have a question! I wanted to know if there is a way that when you click on a sprite can you set the css value for display to none for all other sprites - so essentially, when one sprite is clicked(chosen) all others display:none the chosen is set to display:block. I'm going for the effect of click on one character and it hides the others so you see your selected character and there bio(name, description etc...) appears next to them as display: block whereas all others are display: none. I am struggling as I can't call the sprite elements within the canvas by flat css - so was
  16. Hi, I need some help with my code, I am trying to create a fenced in area for my character to go in, but he cannot fit through because of the objects that he collides with. How do I change the area that the character collides with? can I reduce the size of the collidable area? The hole in the fence seems quite large enough, but he just won't go through. My game.js // variables for items, walls, etc. var walls; var house; var game = new Phaser.Game(550, 540, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); //add house to g
  17. Hello! This is no insurmountable problem on my end, but I am implementing Babylon as a lightbox with no iframe. In other words, my canvas has its CSS position property set to "fixed". This breaks the placement of the loading screen. Obviously I will patch it up on my end for now, but to make it work out of box, you could replace line 137 in https://github.com/BabylonJS/Babylon.js/blob/preview/src/Loading/babylon.loadingScreen.ts with something like: var canvasPositioning = window.getComputedStyle(this._renderingCanvas).position; this._loadingDiv.style.position = (canvasPositionin
  18. Hey guys, I have made some scaling of the game via CSS so I can have my game always the proper size in the browser window. However, I lose my onInputDown because for some reason the game container overflows but visually is okay.... here is my CSS styling (visually it looks perfect): html { height: 100%; margin: 0; padding: 0; } body { height: 100%; margin: 0; padding: 0; } #content { height: 100%; } #content > canvas { margin: 0 auto; height: auto !important; width: auto !important; max-height: 100%; max-width: 100%; position: relative;
  19. So to get right to the point. I am having issues with my ship image/sprite and my drawn objects on screen disappearing as soon as I try and addEventListener to code. why does my code essentially break when i add the EventListener? is it not possible to add controls to image or sprite within Html canvas? Ship game code = https://codepen.io/BlaineP16/pen/VpQBZV
  20. Nexios

    Remove child

    So i am trying to orbit a small sphere around a bigger sphere like so: var orbit = new Sprite(loader.resources.RedB.texture); stage.addChild(orbit); orbit.anchor.set(0.1, 0.1); orbit.position.x= Gball.x*1.3; orbit.position.y = Gball.y/3; orbit.scale.set(0.15, 0.15); Gball.addChild(orbit); animate(); function animate() { requestAnimationFrame(animate); // just for fun, let's rotate mr Honeypot a little Gball.rotation -= 0.05; // render the container renderer.render(stage); } now the only problem is that when i click on the button
  21. Hi everyone! Just wanted to share a small proof-of-concept game I've been working on for a while. It's called The monster's vault. The main goal is to find a way out of a dark creepy dungeon, pull a lever that opens the exit door, while not being caught by a wandering monster that dwells in the darkness, and bla-bla-bla... the whole point here is not about gameplay anyway. This game is inspired by Keith Clark's demo of an HL2 location made entirely by CSS 3d transforms. I tried to repeat his approach by making a browser 3d game with first-person view based on CSS transforms
  22. I am a recent (about 4 months) user of Phaser, and have successfully built 4 games, not too complex. I have been struggling with putting up geometrical objects without making an image and loading that. The easiest way (that I know) to dynamically create the geometries I want (eg, rounded rectangle with dashed border) is a div with CSS styling specifying the border and position. This works from inside the javascript code fine, but then I cannot specify the Z-plane (to make it appear at all I need to do position:absolute and then it is always on top, and buttons beneath it do not get touch/click
  23. Greetings, When adding CSS border-style or padding to the canvas element, I found that the hit zones of dragged objects shift off the sprite, presumably in proportion to the CSS values. Below code shows this error (FF & Chrome). For test.png I used a 100x100 square. If you try to drag the sprite while the mouse pointer is directly over it, it won't move. Move the pointer outside & to the left of the sprite & you'll be dragging it. Even with setting: this.scale.scaleMode = Phaser.ScaleManager.NO_SCALE; this.scale.pageAlignHorizontally = false; th
  24. Hello all, i've seen some solutions for my problems, yet i still looking for some enhanced solution. I need my game to resize and it should not lose the screen proportions. however, i have every sort of screen to deal with, and some of them cuts off the bottom of my game. i am using it for resize: game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.setScreenSize(true);#game { width: 100%;}Would be nice to find a way to make sure that there is enough height on screen so scale manager could respect that.
  25. Hello, A complete newbie here. So, I selected my project within 3 weeks as " Mario like game with level editor" for my college and can only use plain javascript and nothing else. I have done some research and i found that i have to make it on canvas. My logic was to first create a json data and render the map from that and make it playable. Then make an editor where the user can drag and drop tiles which after finished creates a json data, from which the game can render from. But, how do i start on this? Any guidance? How do i render the json and provide collision detection. Also, how
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