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  1. Hello, I am making a simple game using pixijs and have problem that animation stops when I hide the browser window and after showing the window the animation continutes from where it stopped. I simply need to keep animation going even in background. I use "app.ticker.add(loop);" and "loop" is a function where all the animation happens. Thank you
  2. Is there a simple way to show fps in PIXI.js?
  3. I have animation this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('man', { start: 1, end: 3 }), frameRate: 10, repeat: -1 }); and when i press left key, i play it if (cursors.left.isDown) { player.setVelocityX(-160); player.anims.play('left', true); } I understand that repeat param is responsible for looping animation, but i tried 0, 1, false, -1 and the animation still loops. I didn't find any DOC with all objects and there parameters, so i'm asking here
  4. tl;dr Pause, sleep, resume and wake make for a confusing api initially. Also a master pause (logic and audio) would be handy ( I might have missed this though.) After a longish break of game dev I wanted to take a look at Phaser 3. Loving it so far, (Phaser has come such a long way) but I find the pausing/resuming the entire game(logic, animation, sounds) a little confusing. I'm making a master Pause/Play switch. After game.loop.pause() didn't have the desired effect I've switched to game.loop.sleep and awake(). But I'm unsure if this is the intended use for them. Looking forward to
  5. I'm working on a game with seamless background music and figured I'd share my findings to help others. I'm just using Phaser's standard sound.play('', 0, 1, true) code to play loops. (Have since discovered I can also use sound.loopFull()). I didn't want to mess with outside solutions like seamlessLoop.js, which I'm not sure would work across all browsers anyway. Here's the run down on the file formats: OGG - Good for seamless loops in Firefox and Chrome. M4A - Good for seamless loops in iOS. When I first posted this I thought that I was stuck using the Apple Lossless codec (loss
  6. Assum we use physic engine like box2d or p2.js. And both graphic and physic updating are aprox 60 fps. What is better? 1. Update gfx position right after physic body moved? GameObject.prototype.integrate = function() { this.body.integrate(); //body has changed his position according to physic simulation this.gfx.x = this.body.x; this.gfx.y = this.body.y; } 2. or in separeted loop? requestAnimFrame(() => { world.eachObject((obj) => { obj.gfx.x = obj.body.x; obj.gfx.y = obj.body.y; }); });
  7. Hello. I am using phaser weapon plugin and want fire in forEach loop: var weapon = game.add.weapon(10, 'bullet'); enemies.forEachAlive(function(enemy){ if(enemy.name == 'p1'){ player.rotation = game.physics.arcade.angleBetween(player, ednemy); weapon.fireAtSprite(enemy); } }); If I have 5 enemies in a row, and only 3 if them have name = p1, after executing this code, player sprite is rotate to the last enemy, but there is only one bullet. What can I do here?
  8. Hello, is there a way to advance a VideoTexture by just 1 frame per RenderLoop? As I understand it now it is time based. This creates the problem that if the frames need to be captured to create an animated sequence, the video keeps advancing in between 2 captured frames.
  9. Hey all! I add a music track that I want to loop using this code: music = new Phaser.Sound(game, "music", 1, true); It loops correctly everywhere except on IE. Has anyone has this issue? Is the work-around to have an event fire on sound complete?
  10. Hello everbody, I am new to this Forum. So please forgive me if I posted in the wrong thread. I am developing an Interactive visual novel made out of videos and video loops. Build up: - play video, go to loop; - choose dialog in loop; - play video, then go to action loop; - play mini game in action loop; - if won, repeat same process in different level, or game over. There are two things that I am struggling with: 1. How do I play an loop, after an video has been played? 2. I want to add an button during the loop, that will switch
  11. Hey guys... I got yet another one... I am currently using an animation to control a curve... List call that animPosition... I encode root transform positions into the animation and the animation updates the animPosition.xyz from the BabylonAnimationKey... I use this to move the character... works great except my logic for when the animation loops (even with relative cycle mode)... Basically if the animation controlling the animPosition rotates the chaterter 0 to 90 degrees... when the animation loops the values are the same as before it just loops to when replayed it SNAP
  12. Hi there, I've stumbled across some very weird audio behavior and can't seem to avoid it. I'm trying to loop a marker of my audio file, which works well on itself. Whenever pausing and resuming the audio loop at least once however, as soon as the next loop point is reached it will not stop the currently running audio and play from the marker but just add a new layer of audio that plays from the marker instead, while the old one just continues to play. And it keeps doing that for every loop. //Create { this.sfx_music = this.sound.add("key); this.sfx_music.allowMultiple = false; t
  13. hi, I would use a special effect with my prototype weapon. this special effect is : some particles when the weapon fire. concern the lines : this.animate_when_fire() game.time.events.loop( this.frequency,this.animate_when_fire,this ) When is use the function animate_when_fire with a loop, after a certain delay my game lag a lot. However i use only 3 particle each time of frequency (+/- 200ms). I use the same process for my other particles and i don't see any lag... what i'm doing wrong ? thanks for the assist _canon = fu
  14. Hey everyone, So Im new to game development, although Im a full stack JS dev for general sites and apps. I started getting into canvas animation and now Im here trying to learn some game animation stuff. My question is this: Do you generally do just about all animation in the game loop with requestAnimationFrame()? Or can you simply have renderer.render(stage) called in the game loop while outside of it you use GSAP or some other tweening mechanic to change the positioning props on objects/sprites? Iv tried it and it works, I just would like to know if its dumb or nonperformant. I also
  15. Third time from me today :D, So I want to spawn these customers at random millisecs every loop... The problem is that when the first number is generated it uses it(this specific number) for every loop after that? Any ideas? this is how I'm trying to do it, but I guess there is a better solution... I can't create a variable, since the same thing is going to happen: game.time.events.loop(Math.floor((Math.random() * 10)*1000), this.createCustomer, this);
  16. Greetings, Quick question: How do I dynamically update the arguments of this loop from the update function to reflect the actual coordinates of the pointer? (This loop is found in the create() function) Game.mouseTimer = game.time.events.loop( 100, Client.sendMousePos, Client.class, game.input.mousePointer.x, game.input.mousePointer.y ); I have already attempted several techniques, such as including this code snippet in the update function; However, it throws an Uncaught TypeError: Cannot set property '0' of undefined error. Game.mouseTimer.args[0] = game.input.mousePoi
  17. Hello, I'm wondering if someone could help me solve this problem I have with 'Groups' in Phaser. So I have a group called 'enemy_wave' and it has 2 sprites attached to it: 'e_blue' and 'e_red'. Now, I want to 'kill' (sprite.kill();) 'e_blue' sprite and 'revive' (sprite.revive();) it later. Everytime I try to do that it also kills 'e_red', no matter how I put it. this.enemy_wave = game.add.group(); this.enemy_wave.enableBody = true; this.enemy_wave.physicsBodyType = Phaser.Physics.ARCADE; for (i = 0; i < system_var.length; i++) { for (j = 0; j < system_var[i].leng
  18. Hey guys, I have a quick question about 'Groups' as I'm kinda new to this Phaser HTML5 game dev. So my plan is to create multiple groups and have control over each one of them. First thing that came into my mind is to create a 'for loop' and be done with! Problem is that I don't know how to assign different names for a variable (wave).Example: Instead of doing this: this.wave00 = game.add.group(); this.wave00.enableBody = true; this.wave00.physicsBodyType = Phaser.Physics.ARCADE; this.wave01 = game.add.group(); this.wave01.enableBody = true; this.wave01.physicsBodyType = Phaser.P
  19. Hi Im trying to make a level select buttons so a person can choose which level to play How can I make this.levelButton1,this.levelButton2 etc on the fly ? for (i = 1 ; i < 6; i ++){ this.levelButton = this.add.button(this.levelButtonWidth * (i * 1.8), 100, 'levelButton' + i); this.levelButton.inputEnabled = true; this.levelButton.events.onInputDown.add(function(){ console.log('You Pressed LevelButton' + i); // pass this value to GameState }, this); } I have tried this.levelButton = this
  20. Hi I have a script that I wish to implement so that if the player hits an enemy 3 times the game restarts, but it constally loops when touching, where am I going wrong ?? create function this.currentHits = 3; this.collisionHasOccurred = false; update function : this.game.physics.arcade.overlap(this.player, this.enemies, this.youLose, null, this); youlose function : youLose : function(player, enemies){ if (!this.collisionHasOccurred) { this.currentHits --; this.collisionHasOccurred = true;
  21. Hey, I was wondering if anyone knows how to play a MovieClip only once? For a code example, my code is pretty similar to the example below: http://pixijs.github.io/examples/index.html?s=basics&f=spritesheet.js&title=SpriteSheet Animation Thanks!
  22. Hi everyone. I have the looped timer : timer = this.game.time.create(false); timer.loop(Phaser.Timer.SECOND * 3, this.endTimer, this); timer.start(); Everything works good, but i want to play sound every ticked second, how to implement this?
  23. Hi, friends I'm a game music composer who has been composing music and sfx for game projects for several year. If you need cool music and sfx for your game, take a visit at my collection here http://bit.ly/JKMusicSFX All of My Music and SFX is Royalty Free. You need to buy them at first and then you can use them in all of your commercial projects without any additional fee. If you're interested in hiring me, please check this link http://bit.ly/CustomMusicProject Best, JAK
  24. Hi Sorry if this is in the docs somewhere, but I couldn't find it. Could someone please tell me if Phaser (or possibly Brackets) is deliberately limiting the size of my loops, as I can't seem to get them to work over about 32000 iterations. I did notice that JSbin has something called "loop protection" but offers a code to turn it off. Is there a way to do this in Phaser?
  25. EDIT: It seems to happen only in version 2.4.8. In 2.4.7 works perfectly. I will submit an issue to github. Hi, guys. I'm having a trouble with a background music that plays on my game playState. It works well if the player dies before the audio loops (the audio duration is 21 seconds), but if the player survives more than 21 seconds and the audio loops, I can't stop the music. Instead, when the create function of my playState comes on, it creates another audio and plays simultaneously. I have read many post related to audio here, but can't solve the problem.
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