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Found 6 results

  1. Hola hola, So I am working on a 2D basketball game. I am using 2 small sprites (with circular physics bodies) on each side of the basket rim for collision detection with the ball. I parented the 2 sprites to the backboard so I could move them all together (as shown in the child sprite example). I turned on the debug draw for the physics bodies and found the 2 bodies were not in the same position as the sprites. //Load net sprite this.net = this.game.add.sprite(this.game.world.centerX, 200, 'net'); this.net.anchor.setTo(0.5); //Add hoop children markers this.leftMarker = this.net.addChild(this.game.make.sprite(-66, 60, 'marker')); this.leftMarker.anchor.setTo(0.5); this.rightMarker = this.net.addChild(this.game.make.sprite(66, 60, 'marker')); this.rightMarker.anchor.setTo(0.5); I parent them like so.. but my physics bodies don't act as if they are parented. They should be at the same position as the sprite, but instead they are (-66, 60) and (66, 60) from the top left corner (0, 0) instead of (-66, 60) and (66, 60) from the parents position (world center x, 200). You can see the attached image as an example. Is there something I am missing? Is this the way it's supposed to be? Can I somehow update the physics bodies to line up with the sprites easily?
  2. Hi in this states i uploaded my game is so laggy and i notice a bit of stopping after a platform leaves the viewport. It is a simple platformer game, hope you noticed this issue. THanks endlessState.js
  3. Hi, I'm developing my first web game and I have small problem. Uncaught TypeError: this.constrainBackground is not a function .... on line 50 I dont know what I'm doing wrong. Any ideas? Thx (This is about that the user can drag/drop background image only from left to right in the window (fix size window).
  4. Hello & Thanks , Windows 10 x64 I am anxious to learn pixi.js but : http://www.goodboydigital.com/pixi-js-tutorial-getting-started/ The example above works on Edge browser , but doesn't work on Chrome . Is there a fix for this ? Pls , aim me at a good tutorial . Thanks...Vern
  5. hi i am trying to design a game like Close Up game(https://itunes.apple.com/us/app/close-up-pics-guess-whats/id632311326?mt=8) how can i zoom image in the fixed box? when i set sacle property ,it change width and Height image. i want to fix width and height when i change scale property. and show like below image. i see this link http://phaser.io/examples/v2/display/round-pixels ,that code change size of image box. i need to scale my image in the fixed box . please guide me thanks.
  6. While trying to get our last game Fip to run on CocoonJS launcher, we noticed that the sound wasn't playing at all. After much investigation we were able to make it play but after making some changes to Phaser (dev branch). The first problem encountered was in Sound.js, inside update() function here: if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked){ // console.log('tried playing locked sound, pending set, reload started'); this.game.cache.reloadSound(this.key); this.pendingPlayback = true;}the ".locked" attribute was "undefined" so the sound never reloads. So our first change was inside Cache.js/addSound(), changing this: this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };with this one: this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag, locked: this.game.sound.touchLocked };The second problem was in Sound.js/update() at the following line: if (this._sound && this._sound.readyState == 4)the attribute "readyState" is undefined. Changing the previous test to the following fixes the problem: if (this._sound && (this.game.device.cocoonJS || this._sound.readyState == 4))Now the game plays sounds nicely inside CocoonJS launcher Please note, that we didn't try yet to play audiosprites, but just regular sound files (a music actually).
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