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Found 11 results

  1. Hello, Possible Bug in Assets Manager Audio. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? STEPS: 1) Run the Audio test (https://www.babylonjs-playground.com/#PCY1J#8) from these docs (https://doc.babylonjs.com/how_to/playing_sounds_and_music) and no audio. Reproduced in Dev environment. Along with interesting deprecation messages in the console. below... (maybe not related?): [Deprecation] GainNode.gain.value setter smoothing is deprecated and will be removed in M64, around January 2018. Please use setTa
  2. Hi community, I want to propose you some addition to assetManager and sceneOptimizer. If the solution already exist, said me assetManager : 1. Get loading percent, not on x file loaded but on stream data loaded when it's possible. > for more precision and to show state if you load some big files. 2. Add "abort" function and "onAbort" callback to cancel running tasks and loading files. > Currently "clean" function delete tasks in assetManager but not abort current loads. That mean if you have a big file in loading, it don't stop.
  3. Hey, I'm currently developing a web based manager game. I would like to get some input on how to achieve my goal: Creating a Manager game where NPC's will move around based of strategies given by their managers. In the simulation part I would need a game engine and a physics engine to check for collisions etc. would need the NPC's to know they can't run through a wall for example, but I also need a system so I can see if a player standing behind small objects, such as a tree if that player is visible to other players (his arm etc.) The genre would be FPS, such as "csmanager".
  4. I'm using AssetsManager to load a list of files. Is there a way to tell a loaded file's size? e.g. by the IAssetTask returned onTaskSuccess. I'd like to avoid using SceneLoader as I'd need to create predefined .babylon files to load, and I'd like to avoid that. (assuming I understand SceneLoader properly)
  5. He guys, I am trying to do following: var frameNames = Phaser.Animation.generateFrameNames(this.getColorById(this.gemId) + '_zap_explode_', 1, 13, '.png', 2); this.gem.animations.add('zapExplode', frameNames, this.fps, false); if the gem is from the same atlas, the other animations are playing correctly, but this one throws Uncaught TypeError: Cannot read property 'index' of undefined. Any ideas?
  6. I load a texture using the asset manager, once load is complete, I create a sprite using that texture. I created a PG where you can see the code working: http://www.babylonjs-playground.com/#1KDQTU#6 But when I try to run the exact same code in my project, nothing appears. The DOMContentLoaded listener was written in a way that'd allow me to keep my PG createScene() unmodified. What am I missing? window.addEventListener("DOMContentLoaded", () => { window.canvas = document.getElementById("renderCanvas"); window.engine = new BABYLON.Engine(canvas, true
  7. Hey guys I am having some trouble achieving proper scaling and resolution settings on all devices. I will show you what I do at the moment, and please tell me where I am wrong. I am testing this on several devices and on some, the window.screen.width and height is detected in half.... which is weird. //index.html window.onload = function() { //create new Phaser instance this.w = window.screen.width; this.h = window.screen.height; if(this.w < this.h) { this.w = window.screen.height; this.h = window.screen.width;
  8. There are lots of types of mazes in video games. This seemingly simple maze - is tricky. A logic maze It is driven by the BJS action manager - and the code involved is my hack of code and a process that I found in Temechon's "Plane" game. TY Temechon for that tutorial - now if I can just get my head around prototypes This maze is a BJS version of a little game I created in Unity a while back. The gates are just simply either red or blue boxes - I could have made them all the same colour, but that would make the puzzle more difficult. Move with the arrow keys/mouse, the "m" key to to
  9. Hello guys, Just recently encountered a problem when using onMouseMove on a Samsung Tablet. I had to add prevent default to my onMouseMove handler function to fix the problem. I took a look in the PIXI docs, and saw that: if (PIXI.AUTO_PREVENT_DEFAULT) { this.mouse.originalEvent.preventDefault() }isn't included in the onMouseMove function. Is there a reason for this?
  10. i need some help understanding as to what ScaleManager and setScreenSize(true); do. this.game.scaleMode = Phaser.ScaleManager.SHOW_ALL;this.game.scale.setScreenSize(true);
  11. Hi, I am currently (or better: since the last weeks) making up my mind about how to build a asset loader that makes sense to me. The problem I have with most asset loaders is, that they act very much like assets are loaded from a harddrive, instead from the web. They further have the problem that they do not really care about the order and relation of the assets you are trying to load. The most basic ones just get passed a list of files to download and you can access that file contents through keys. While the basic behaviour of these loaders are fine to me, I think they are missing a great
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