Jump to content

Search the Community

Showing results for tags 'large'.

  • 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 Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

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 5 results

  1. [SOLVED] line end (pointer position) must be relative to bitmapdata so : bitmapdata center +( pointer.pos - sprite.pos): this.bmd.ctx.lineTo(148+this.input.worldX-this.sprite.x,148+this.input.worldY-this.sprite.y); How does phaser handle such relative positions ? drawLine: function(){ this.sprite.x= player.body.position.x; this.sprite.y=player.body.position.y; this.bmd.clear(); this.bmd.ctx.beginPath(); this.bmd.ctx.moveTo(148,148); this.bmd.ctx.lineTo(148+this.input.worldX-this.sprite.x,148+this.input.worldY-this.sprite.y); //this.input.x-this.sprite.x , this.input.y-this.sprite.y); //this.input.activePointer.position.x+this.sprite.x,this.input.activePointer.position.y+this.sprite.y); //this.input.activePointer.position.x,this.input.activePointer.position.y); console.log(this.sprite.x-this.input.worldX,this.sprite.y-this.input.worldY); //this.sprite.x+this.input.activePointer.position.x,this.sprite.y+this.input.activePointer.position.y); this.bmd.ctx.lineWidth = 4; this.bmd.ctx.stroke(); this.bmd.ctx.closePath(); this.bmd.render(); //this.bmd.refreshBuffer(); this.bmd.update(); } [WAS] -larger than canvas map scrolling - I am struggling to get a simple mouse pointer / player line behaving properly on a 2516x2146 map inside a 960x640 canvas . Looks like mouse pointer position is wrong , not calculating map scroll somehow. I am using this example , which doesn't work as expected in my code : http://codepen.io/codevinsky/pen/dAjDp create: this.bmd = game.add.bitmapData(296, 296); var color = 'white'; this.bmd.ctx.beginPath(); this.bmd.ctx.lineWidth = "4"; this.bmd.ctx.strokeStyle = color; this.bmd.ctx.stroke(); this.sprite = game.add.sprite(player.body.position.x, player.body.position.y, this.bmd); this.sprite.anchor.set(0.5); update: drawLine: function(){ this.sprite.x= player.body.position.x; this.sprite.y=player.body.position.y; this.bmd.clear(); this.bmd.ctx.beginPath(); this.bmd.ctx.moveTo(148,148); this.bmd.ctx.lineTo( this.input.activePointer.position.x,this.input.activePointer.position.y); this.bmd.ctx.lineWidth = 4; this.bmd.ctx.stroke(); this.bmd.ctx.closePath(); this.bmd.render(); //this.bmd.refreshBuffer(); this.bmd.update(); },
  2. Hi this is my first topic so be gentle. I have a project using a wide and short canvas, around 4300 x 730. A strange thing happens with desktop Safari. Once the canvas hits a certain width, around ~2500, the fps drops down to a steady 30fps. When I switch to the canvasRenderer it jumps back up to 60, but I would like the ability to use webgl filters. Chrome handles everything just fine. I've tested on a new Mac Pro and my development machine is 2012 Macbook Pro. Both exhibit the same issue. var renderer = new PIXI.WebGLRenderer(4300, 730, { transparent: true, antialias: true });
  3. Say i have an animation that suppose to run in the background as the background itself while the game still playing. What is the best practice to play large animation? By large animation I mean: - animation resolution greater that 500X500 px - very long animations (much frames, more than 24) By best practice I mean: - play in good performance while not interrupting the game performance - what type of animation to use (atlas? sprite-sheet? mp4? different method?) - how to load it in phaser - how to implement it in phaser I also would like to know if there is a better profiler tool than phaser-debug that also shows the graphic-card's memory usage.
  4. Hello everyone, So I've discovered this lib recently and I'm quickly becoming a great fan of it. But I need help with something. I am working in a project that we use http://leafletjs.com/ to create something similar to a boardgame but with very large images (i.e 10000x6000), the good part of leaflet is that he uses the large image cropped in smaller tiles to make it more fast in the browser, very similar to what is used in Google Maps. It also have the possibility to zoom the image. My question is, if it is possible to do something like that in Phaser? Or if Phaser has some kind of solution? Phaser has lots of stuff that we like to use in our project, our only problem is the images, because it might cause some performance issues in mobile devices and slow internet connections. Thanks in advance, and keep the good work in this great lib, I am started to became in love with it
  5. Hello, I am to develop a game with NES style. I want to use the same resolution but I have encountered a problem. I have this: But it is so little in order to play in these screen. I want to reescale it but I want to maintain the pixel aspect. If I do zoom in google chrome I see that: I want to have a larger screen but seeing pixelated graphics like here: How can I to obtain these results? Thanks!
×
×
  • Create New...