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Found 15 results

  1. Hello guys, im trying to join two meshes (spheres) with a cylinder.( maybe basic but i'm having hard times as a beginner). The problem is that the default cylinder constructor leaves you with just the ability to only set the size , diameter of both top and bottom, and tessellation · Mesh.CreateCylinder(name, height, diameterTop, diameterBottom, tessellation, scene, updatable) ​when i need to do something like · New Cylinder(vectorStart, vectorEnd, scene) ​ i've tried something like: Cylinder = function(vstart,vend, scene){ var HALF_PI = Math.PI/2 ; var distance = BAB
  2. I am attempting to apply a texture of a diffuse image of the Earth to a sphere and have the scene render with the Earth's north pole aligned with the body/local +Z axis. However, I can't seem to implement this. Below is a playground scenario I put together for the scene. I've attempted to achieve this with the following lines (26 - 33 of the playground scene). earthSurface.diffuseTexture.uAng = 0; earthSurface.diffuseTexture.vAng = 0; earthSurface.diffuseTexture.wAng = 0; earthSurface.diffuseTexture.uScale = 1.0; earthSurface.diffuseTexture.vScale = 1.0; earth
  3. Hi everyone!, I've just started to use Phaser's framework, so I don't have enought knowledge about it. I did a game (test it here), it works well on pc's browser. The problem were when I tried to do it mobile friendly. I tried to do that (on boot's state): if (!game.device.desktop) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.refresh(); } When I test it in my phone (portrait mode) it works good . The problem is when I rotate the screen (lan
  4. Hey guys, I reference below thread to scale my game to fit window. it works on desktop. But i run on mobile and open in wrong orientation, the game will be stretched. I have set scale mode showall, the game screen should keep aspect ,right? I don't have idea why the game will be stretch even i set in noscale. I know the post http://www.emanueleferonato.com/2015/04/23/how-to-lock-orientation-in-your-html5-responsive-game-using-phaser/ you can hint user to rotate the mobile phone. If i don't want to hint user to rotate mobile and just want to scal
  5. Hi, I am creating my first game for the web (I created for android with CocoonJS) and I find the problem of the orientation of the device, my game is in landscape mode, and I watched that "there can be locked to a single perspective "you should listen and react to the event, but really do not know how to implement it, and try cSS, someone has a method that works (please, no phaser) only JS.
  6. Hi! In my scene I have multiple instanced robots with single skeleton. When two of them get near enough each they should start shooting lasers. Skeleton has a bone named "Arm.Gun L", its position and orientation already define the origin from where the laser is shot and its direction vector, the problem is that I can't find a way how to access the data. It need to be accessed and copied only once. Find the bone: this._bone = skeletons[0].bones.filter((b: BABYLON.Bone) => { return b.name === "Arm.Gun L";})[0];And when firing: var l = this._laser.createInstance("l");l.position = ? // th
  7. Hi everyone!! I´ve developed a game based on "Spring Ninja" and I made it responsive: https://spritted.com/es/play/jump-bot As you can see the game auto-adapts to all screens taking all the available space on the window. It does the same in all platforms. I use the innerWidth and innerHeight to load a different size depending on the screen ratio: var innerWidth = window.innerWidth;var innerHeight = window.innerHeight;var gameRatio = innerWidth/innerHeight;if(innerWidth > innerHeight){ game = new Phaser.Game(Math.ceil(320*gameRatio), 320, Phaser.AUTO); } But I have a problem
  8. Hi, I am developing an app, where I would like to see the orientation of the screen kept to Portrait. After many searches on google, I gave up and just went ahead with building a simple prototype of my app idea. I have now come to a stage where I should deal with the orientation aspect of the app. After studying the book: Phaser Scale manager for Phaser 2.2.2, I have tried to use the following code in my app: if (game.device.desktop === false) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically
  9. Hey! After upgrading from a previous version (2.0.something) to 2.2.2 I noticed that my orientation handling code (lifted directly from the Full Screen Mobile template) no longer works. This is my Boot.js: BasicGame = { /* Your game can check BasicGame.orientated in internal loops to know if it should pause or not */ orientated: false};BasicGame.Boot = function (game) {};BasicGame.Boot.prototype = { create: function () { this.input.maxPointers = 1; this.stage.disableVisibilityChange = true; this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; // this.scal
  10. I am using some art of a player character for a top down game I am making - the art is here: http://opengameart.org/content/top-down-mage-animations The sprite is orientated so that the mage's face / front is facing upward (north). I'm having some issue with rotation, with both mouse movement and keyboard movement. For example, I have this "hack" that adds additional radians to a calculated angle in order to get the mage's "front" to face the pointer instead of the right shoulder: this.rotation = this.game.physics.arcade.angleToPointer(this, pointer) + 1.57079633; Is there an easier way to
  11. the innerWidth and innerHeight of an iphone 4 is 320 x 480. if the iphone was turned sideways, will the innerWidth and innerHeight reverse?
  12. What I expect from forceOrientation(false, true, 'orientation') is nice orientation image in landscape. What I got is slightly different. Vertically distorted in chrome and scaled down image everywhere else. Is there any way to get around this?
  13. Do you guys have any plans on text formatting functionality? Being able to have different text styles in one Pixi text object. For example: This is a bold string and an italic string as well as the strikethrough within a single Pixi text object. Also, do you guys plan on adding different orientation support (like vertically oriented text for oriental characters)? Thanks for the great work you guys are doing.
  14. Hi! From what I could observe, html5 mobiles games are usually made in a 320x480 resolution and in portrait. This is a general rule for sponsorship? if I run a bit to this rule, I will have less chances? Otherwise, what are the limits? and games in portrait instead of landscape are preferable? Thanks for listening.
  15. In a scenario where you have a mobile game designed for landscape but the user is holding the phone in portrait (or vice versa), i'd be interested in opinions on whether it's preferable to... A) pause/hide the game and display a message requesting user rotate device to correct orientation resize + reposition game regardless of orientation (allowing game to appear pretty tiny in the wrong orientation) C) something else (rotate all game assets 90 degrees to fake an orientation lock?)
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