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Found 14 results

  1. Hi, Phaser devs! I'm developing a game using Phaser with TypeScript and what I'm trying to achieve is this: var component:AwesomeComponent = actor.getComponent<AwesomeComponent>(); I know there's a workaround by constructing objects of type T. But I don't like it because I'd probably need to define tons of different constructors to represent all differents kinds of components. What I'm doing so far is passing a string with the type (of course a number would be better, but I'm still prototyping): getComponent<T>(componentType:string): T { for (let i = 0; i &l
  2. Hi, I'm learning phaser and got this issue. The collision between the player and the map is not working since I moved the player to its own file (player.js) as an object Im calling this in the update function on the play.js game.physics.arcade.collide(this.player.sprite, this.layer); I'm creating the tile map in the play.js createWorld: function () { this.map = game.add.tilemap('map'); this.map.addTilesetImage('tileset'); this.layer = this.map.createLayer('Tile Layer 1'); this.layer.resizeWorld(); this.map.setCo
  3. I built a 1st release of entity system with typescript. You can find the library at https://github.com/francoagusto/entities and here an example with a quick developed game shooter (crimson like): https://github.com/francoagusto/entities-example I hear suggestions.. Thanks
  4. Hello! At the beginning of the year, I have a plugin to manage behaviors (based on construct 2) in Phaser games. Now I'm creating some behaviors. Please feel free to help me with testing or feedback. The plugin: https://github.com/luizbills/phaser-behavior-plugin (How to install and use on README) Some behaviors: https://github.com/luizbills/phaser-behaviors (see the Pull Requests too) Check out demo game using "bevahiors": https://github.com/luizbills/phaser-platform-game (see the file game.js)
  5. Hi, in a game I'm developing I'm trying to implement the entity component model in such a way that I can have units get their components information from the tiledMap file, I load the components from the Json like so if (object.properties.components !== "") { object.properties.components.split(",").forEach(function (componentName) { entity.addComponent(new FYP.Components[componentName](this)); }, this); } FYP.Entity.prototype.addComponent = function (component) { 'use strict'; // Add component data to the entity // NOTE: The co
  6. Hi everyone, A few weeks ago Ezelia started a thread about ECS and HTML5 games. As a big fan of this pattern, I decided to build and release my own engine. It is called makr.js and is available on Github (https://github.com/ooflorent/makrjs) under MIT license. A basic sample is available into examples/. The library must be build using grunt in order to test the sample. Any feedback would be appreciated! Update (2015-01-06): Version 2 is under active development (more information) Feedback is welcome!
  7. Hello, I am trying to make an entity class which holds the textures, player data, etc. I keep getting "Uncaught TypeError: undefined is not a function" in chrome which I am not sure how to fix it. Works perfectly in VS2013. This is a typescript project. GameState.Ts: module TinyRpg.State { export class GameState extends Phaser.State { public _player: TinyRpg.Entity; constructor() { super(); } preload() { this._player = new TinyRpg.Entity(this.game, EntityType.Player, 0); } render() { this._player.draw(); } }} Entities.Ts: enum EntityType { Player
  8. Hi everybody! Let me start off by saying that I'm pretty new to Phaser – I've been playing around with it for a bit but never made a game with it... so I'm not super-familiar with it yet. However, I have made games using CraftyJS and while that engine pales in almost all aspects when compared to Phaser, I really loved its entity component architecture. Not having to create complicated inheritance tress to share functionality among game objects that are otherwise quite diverse makes so much sense to me. Here's what I've done to add similar functionality to my Phaser project, without touchin
  9. This isn't necessarily a Phaser- specific question, but I'm just curious about the patterns that are being leveraged in the Phaser community.. In my current project, I'm following the simple and common structure that can be seen in things like XNA. That is, I have my entities acting as wrappers for the phaser sprite something like this: entities/foo.js FooEntityFactory = function(someInitParams) { //some initialization code return { sprite: game.add.sprite(10, 20, 'sprite1'); update: function(game) { //some update code } };};And then I can keep m
  10. Hi folks. I've been a long time follower of PhotonStorm in the Flash world. Played plenty of their games and such. I've been working on a Flash-to-JS port of a game of mine. Currently it uses RequireJS, EaselJS and the JS port of the Ash Entity Framework. It works OK but EaselJS a) doesn't seem to be all that performant and doesn't render at all on any iOS device or via PhoneGap. I'm wondering if any folks here have had any luck using Phaser or Pixi along with RequireJS and as a bonus question, maybe used it with Ash? The things that I loved about EaselJS was the virtual parity in
  11. Heres the second tutorial for using Metrix.js along with Three.js, this tutorial explains the basics of how the Metrix.js entity system works and how to create objects/entities. In the tutorial you will learn how to create a Metrix.Object and a update callback to go with it to rotate the cube from our last tutorial. You can checkout the tutorial here http://www.psych.gs/wordpressblog/metrix-js-tutorial-1-entitiesobjects-and-rotating-the-cube/ And heres what you should have once you finish the tutorial
  12. I've been into PlayCraft Labs game engine and found it quite nice. It utilize an Entity-Component-System framework with several components and systems ready to use by the author, such as particles, physics, effects, etc. Check it out here. To get access to the codes and documentation, you'll need to sign up.
  13. I've ported the Ash Framework to Javascript and it can be found on github at: http://brejep.github.io/ash-js/. Ash is a high-performance entity system framework for game development originally written in Actionscript 3. It organizes code in an interesting way that is reminiscent of data-driven programming. Those of you with backgrounds in Flash and Actionscript may know the Ash Framework already but more information can be found at http://www.ashframework.org/. There are a couple of good introductory articles there as well as links to other ports and demos. Hope this is useful to some o
  14. Hi to all, I present you port of the Artemis Entity System framework to TypeScript Before you start dive in the code go check the Artemis documentation and examples, cause they are 99% the same as this TS framework THE CODE: https://github.com/MikeMnD/ArtemisTS SOME WORDS: This is alpha release, and i didn't make any game yet, but i share the project and code because: 1. Its open source 2. It's a core framework (no things like rendering, input, collisions or physics) 3. It's TypeScript (which is still in development) but if you see the compiled JavaScript i think you're liked
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