Search the Community

Showing results for tags 'debugger'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Platform
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 2 results

  1. Hi there. I have phaser game project and I want to setup debugger for all phaser files from repository. I can build my own single-file phaser via npm, but it is not comfortable rebuild every time after such minor changes. So interesting, how @rich (for example) use debugger for phaser (single-file debugging, or for all separate files)? And how is correctly setup the project for debug core-code. I need include all core files into my own html file, or I can use some special hack or existing sources?
  2. Hi, I'm new to Phaser and that just got the problem with graphics object. What I want to do is display a bar of "energy" so that when I press the SPACEBAR keyboard the energy bar will be fulfilled until the key is released. In addition I want to tracking the previous charged energy so when the key was released I will fulfilled the energy bar with the graphic alpha is 0.5. Please look at below: The tracking energy is clear that I don't know why, because I think I draw right after I clear all. This doesn't work until I try to put the debugger and open the developer tool (in Chrome). You can try yourself to see that. Thank var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { create: create, update: update }); var spaceButton; var currentEnergy = 0; var MAX_ENERGY = 500; var chargingEnergyGraphic; var previousChargingEnergyGraphic; function create() { chargingEnergyGraphic = game.add.graphics(0, 0); previousChargingEnergyGraphic = game.add.graphics(0, 0); var graphics = game.add.graphics(0, 0); graphics.lineStyle(2, 0xFF0000, 1); graphics.drawRect(50, 50, 500, 20); spaceButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); } function update() { if (spaceButton.isDown && currentEnergy <= MAX_ENERGY) { currentEnergy += 10; chargingEnergyGraphic.clear(); chargingEnergyGraphic.beginFill(0xFF0000); chargingEnergyGraphic.lineStyle(2, 0xFF0000, 1); chargingEnergyGraphic.drawRect(50, 50, currentEnergy, 20); chargingEnergyGraphic.endFill(); } if (spaceButton.justReleased()) { trackPreviousEnergy(); } } function trackPreviousEnergy() { debugger; chargingEnergyGraphic.clear(); previousChargingEnergyGraphic.clear(); previousChargingEnergyGraphic.alpha = 0.5; previousChargingEnergyGraphic.beginFill(0xFF0000); previousChargingEnergyGraphic.drawRect(50, 50, currentEnergy, 20); previousChargingEnergyGraphic.endFill(); currentEnergy = 0; }