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Found 11 results

  1. Hello, I wanted to extend the class BABYLON.Mesh with some functions, but I have problems. I created a file that does the following (extend.js): import BABYLON from 'babylonjs' import Helper from './helper.js' const {roundFloat} = Helper class Mesh extends BABYLON.Mesh { constructor () { super() console.log('check') } getMeshBounding (axis, val) { const boundingInfo = this.getBoundingInfo() // Native Bounding Info const max = boundingInfo.boundingBox.maximumWorld const min = boundingInfo.boundingBox.minimumWorld if (axis) { const value = val ===
  2. So I'm currently following @rich 's Shoot-em-up tutorial from over here https://phaser.io/tutorials/coding-tips-007. Please have a look at the source code if you haven't already. From what I understand he create's a weapon array that holds all the weapon types (each of which are an object inside a Weapon object). Now my question is How do I access the current weapon bullets in game.physics.arcade.collide? I've used game.physics.arcade.collide(this.weapon[this.currentWeapon], this.enemies) and this works fine, the bullets and the enemy collide well. BUT what if I wan
  3. Hello, I'm trying to make separate weapon classes in an Asteroids-type game, for example a Missile.ts, Laser.ts, etc. What I have so far is this (Missile.ts): module Spaceroni { export class Missile extends Phaser.Weapon { constructor(game: Phaser.Game) { super(game, game.plugins); this.bulletKillType = Phaser.Weapon.KILL_LIFESPAN; this.bulletSpeed = 1500; this.fireRate = 20; } } } In my Player.ts I have weapon: Spaceroni.Missile; up top and I'm adding a weapon in its constructor
  4. kazoo

    Update arc

    Hi is it possible to update one of the properties of the arc, in the RequestAnimationFrame draw function. So I would like to update the endAngle of the arc, so that after each frame it looks like the arc is extending, getting longer.
  5. Hello! I'm having a hell of a time trying to create different bullet types in my game (and this problem extends to different weapon types, enemy types, etc.). I know how to extend Sprite, and I have done so to make a base bullet class. However, I can't seem to figure out how to extend that class to make bullets that behave differently. For example: I have a weapon of type Pistol that will shoot bullets of type BulletPistol, and a weapon of RocketLauncher that will shoot bullets of type BulletRocket. The form is like a typical bullet, while the latter will start moving slowly, then accelerate.
  6. Hi. I'd like to create a component that extends Phaser.Group so that I can add elements to it, and then add the entire component to anywhere in my game. But, it seems like I'm misunderstanding something. This is my code: GameName.Entity = function(game) { Phaser.Group.call(this, game);};GameName.Entity.prototype = Object.create(Phaser.Group.prototype);GameName.Entity.prototype.constructor = GameName.Entity;GameName.SomeStage = function(game) {};GameName.SomeStage.prototype = { var entity = new GameName.Entity(this.game); // Throws: Uncaught TypeError: Cannot set property '
  7. Hi, I'm new to Phaser, as a prove-of-concept and get-to-know-phaser for my final app (which will be pretty big) I'm building simple chess game. I'm stuck on extending Phaser.Sprite object with my own, I need to send some extra information with Sprite to onInputDown event. Maybe there is some other way around to do this, I dont insist on extending, if there is some other clean way to get information to event callback. As mentioned I'm using coffee script (I dont insist on cs either, but I'm not going back to clean javascript). I have PieceFactory, that is creating Pieces, here is coffee scri
  8. In a project I'm working on, we have a card object, which is an extended group. It represents a sort of TCG card graphic. It's an extended group because it consists of several different sprites, some of which are fixed, while some vary with the card type. There's the background card sprite, three different icons (one for each but the top corner) and the character graphic that goes on top. The thing is, I'd like to add some events to this extended group, but I'm not sure how to do it without overriding the existing events object that get's added on the group some time later in the initializat
  9. Hi, I'm coming from flash/flixel perspective. When I'd need spawn enemies or track some objects and draw something on them repeatedly, I used to create a class instance which contains and watches objects, and mostly use it as kind-of factory pattern as well to generate objects too. I was doing this by extending groups in Flixel. I know groups are pretty similar in Phaser too. But possibly because of my lack of experience on OOP javascript, I haven't found a nice way to extend groups. Im extending groups this way; var ElementalSpawner = function(game,squad) { Phaser.Group.call(this,game)
  10. Hi all, I'm currently trying to learn coding and Javascript using Pixi to make a clone of Colour Flood. I am having trouble extending the Graphics class (sorry I am unsure if class is the right word) in Pixi. I have two JS files, one called game.js for the game and one called token.js for the token class. What happens is when I run the program on my web server, I get an error that says "Cannot read property 'points' of undefined." This occurs right as I try use the drawRect function. Here's the code for my token function Token (color) { this._R = Math.floor(color/0x10000); this._G
  11. I'm trying to extend an object to the sprite class in my game.js I know this is achived with: MonsterBunny.prototype = Object.create(Phaser.Sprite.prototype);MonsterBunny.prototype.constructor = MonsterBunny;But in the structure that is in the examples I'm not sure where to put it, I have it like this: BasicGame.Game.prototype = { MonsterBunny : function(game, rotateSpeed) { /*some code*/ }, Box : function(game, rotateSpeed) { /*some code*/ }, create: function () { }, update: function () { }}; /* I don't know where do I need to put this */ /*=====================================
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